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	<title>Games - World-of-Newave.info</title>
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	<description>Latest news and articles about Games</description>
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	<pubDate>Fri, 25 Jul 2008 11:18:55 GMT</pubDate>
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	<item>
		<title>{COMPUTERS &gt; HARDWARE} - Games for Windows Live goes free</title>
		<link>http://articles.world-of-newave.info/computers/hardware/games-for-windows-live-goes-free-20080723533.htm</link>
		<guid>http://articles.world-of-newave.info/computers/hardware/games-for-windows-live-goes-free-20080723533.htm</guid>
		<pubDate>Tue, 22 Jul 2008 19:34:00 GMT</pubDate>
		<description>Microsoft announces updates to Games for Windows Live</description>
		<source url="http://news.cnet.com/8301-17938_105-9996650-1.html?hhTest=1&amp;part=rss&amp;subj=news&amp;tag=2547-1001_3-0-10">News.Cnet.Com</source>
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<tr><td colspan="2" style="font:bold 12pt Arial;vertical-align:top;"><a href="http://articles.world-of-newave.info/computers/hardware/games-for-windows-live-goes-free-20080723533.htm"><b>Games for Windows Live goes free</b></a> <sup style="font:8pt Verdana,Arial;vertical-align:top;">{<a href="http://articles.world-of-newave.info/computers/hardware/games-for-windows-live-goes-free-20080723533.htm" target="_blank">new window</a>}</sup></td></tr>
<tr>
<td style="font:6pt Verdana,Arial,Sans-serif;text-align:center;vertical-align:top;">&nbsp;</td>
<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">News.Cnet.Com</span> - Microsoft announces updates to Games for Windows Live<blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">Games for Windows Live goes free | Crave, the gadget blog - CNET {...} Microsoft announces updates to Games for Windows Live Read this blog post by Rich Brown on Crave. {...}</blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Published:</span> July 22, 2008, 7:34 pm - <span style="color:#808080;">Indexed:</span> July 22, 2008, 11:50 pm - <span style="color:#808080;">Page Size:</span>&nbsp;44KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span> <a href="http://www.world-of-newave.info/computers/">Computers</a> &gt;  <a href="http://www.world-of-newave.info/computers/hardware/"><b>Hardware</b></a></div></td></tr></table>
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		<category>Computers > Hardware</category>
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	<item>
		<title>{EUROPE &gt; NEWS AND MEDIA} - Funny games</title>
		<link>http://articles.world-of-newave.info/regional/europe/united-kingdom/news-and-media/funny-games-20080794328.htm</link>
		<guid>http://articles.world-of-newave.info/regional/europe/united-kingdom/news-and-media/funny-games-20080794328.htm</guid>
		<pubDate>Tue, 22 Jul 2008 00:04:46 GMT</pubDate>
		<description>Culture: Adrian Searle on manipulation and make-believe in a new exhibition of fashion photography</description>
		<source url="http://www.guardian.co.uk/artanddesign/2008/jul/22/photography.fashion?gusrc=rss&amp;feed=networkfront">Guardian.Co.Uk</source>
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<tr><td colspan="2" style="font:bold 12pt Arial;vertical-align:top;"><a href="http://articles.world-of-newave.info/regional/europe/united-kingdom/news-and-media/funny-games-20080794328.htm"><b>Funny games</b></a> <sup style="font:8pt Verdana,Arial;vertical-align:top;">{<a href="http://articles.world-of-newave.info/regional/europe/united-kingdom/news-and-media/funny-games-20080794328.htm" target="_blank">new window</a>}</sup></td></tr>
<tr>
<td style="font:6pt Verdana,Arial,Sans-serif;text-align:center;vertical-align:top;">&nbsp;</td>
<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">Www.Guardian.Co.Uk</span> - Culture: Adrian Searle on manipulation and make-believe in a new exhibition of fashion photography<blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">Adrian Searle on a new exhibition of fashion photography | Art and design | The Guardian {...} Who's in charge here - model or photographer? Adrian Searle on manipulation and make-believe in a new exhibition of fashion photography {...}</blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Published:</span> July 22, 2008, 12:04 am - <span style="color:#808080;">Indexed:</span> July 23, 2008, 12:36 am - <span style="color:#808080;">Page Size:</span>&nbsp;66KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span> <a href="http://www.world-of-newave.info/regional/">Regional</a> &gt; <a href="http://www.world-of-newave.info/regional/europe/">Europe</a> &gt; <a href="http://www.world-of-newave.info/regional/europe/united-kingdom/">United Kingdom</a> &gt;  <a href="http://www.world-of-newave.info/regional/europe/united-kingdom/news-and-media/"><b>News and Media</b></a></div></td></tr></table>
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		<category>Regional > Europe > United Kingdom > News and Media</category>
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		<title>{MOTORSPORTS &gt; FORMULA ON} - Casement Looking For Games</title>
		<link>http://articles.world-of-newave.info/sports/motorsports/auto-racing/formula-on/casement-looking-for-games-20080744627.htm</link>
		<guid>http://articles.world-of-newave.info/sports/motorsports/auto-racing/formula-on/casement-looking-for-games-20080744627.htm</guid>
		<pubDate>Sat, 19 Jul 2008 01:29:43 GMT</pubDate>
		<description>Town defender Chris Casement says he is hoping to prove he was worth an extra year on his contract by starting games for Town last season.
                                                                                                                        </description>
		<source url="http://www.sportnetwork.net/main/s78/st131047.htm">Sportnetwork.Net</source>
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<tr><td colspan="2" style="font:bold 12pt Arial;vertical-align:top;"><a href="http://articles.world-of-newave.info/sports/motorsports/auto-racing/formula-on/casement-looking-for-games-20080744627.htm"><b>Casement Looking For Games</b></a> <sup style="font:8pt Verdana,Arial;vertical-align:top;">{<a href="http://articles.world-of-newave.info/sports/motorsports/auto-racing/formula-on/casement-looking-for-games-20080744627.htm" target="_blank">new window</a>}</sup></td></tr>
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<td style="font:6pt Verdana,Arial,Sans-serif;text-align:center;vertical-align:top;">&nbsp;</td>
<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">Www.Sportnetwork.Net</span> - Town defender Chris Casement says he is hoping to prove he was worth an extra year on his contract by starting games for Town last season.
                                                                                                                        <blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">Singing The Blues - Casement Looking For Games {...} Town defender Chris Casement says he is hoping to prove he was worth an extra year on his contract by starting games for Town last season. |  Singing The Blues : Unofficial Ipswich Town news and views {...}</blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Indexed:</span> July 19, 2008, 1:29 am - <span style="color:#808080;">Page Size:</span>&nbsp;97KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span> <a href="http://www.world-of-newave.info/sports/">Sports</a> &gt; <a href="http://www.world-of-newave.info/sports/motorsports/">Motorsports</a> &gt; <a href="http://www.world-of-newave.info/sports/motorsports/auto-racing/">Auto Racing</a> &gt;  <a href="http://www.world-of-newave.info/sports/motorsports/auto-racing/formula-on/"><b>Formula On</b></a></div></td></tr></table>
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		<category>Sports > Motorsports > Auto Racing > Formula On</category>
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		<title>{NEWS &gt; BREAKING NEWS} - It's Fun and Games ... And a Paying Gig</title>
		<link>http://articles.world-of-newave.info/news/breaking-news/it-s-fun-and-games-and-a-paying-gig-20080722211.htm</link>
		<guid>http://articles.world-of-newave.info/news/breaking-news/it-s-fun-and-games-and-a-paying-gig-20080722211.htm</guid>
		<pubDate>Mon, 14 Jul 2008 16:35:00 GMT</pubDate>
		<description>

News from Portfolio.com


Also on Portfolio


Top McCain Fundraiser Fined for Shady Dealing in Haiti


What a Way to Blow a Weekend


Nationalization May Be the Way to Go

Subscribe to Portfolio magazine


Although Benny Torres recently graduated from college with a degree in psychology and advertising, he got his current job simply by being himself: a 23-year-old guy who's totally into videogames.

Torres spends most of his waking hours playing the latest games and reading all the latest gaming news and gossip online. And since last year, he's been doing it from a cubicle in the Chicago headquarters of ad agency Leo Burnett.

Torres first joined Burnett as an intern last June?and quickly became known as the go-to guy on videogames. Creatives on the Nintendo account turned to Torres for answers on everything from the key plot points of games to the types of fonts that were used in them. By fall, he had a full-time staff job as an associate planner. That's his official title, but unofficially, he's still the go-to guy on videogames.

"We just realized what an incredible wealth of knowledge he had about Nintendo, about gamers, about their habits, about where they talk and where they live," says Rose Cameron, senior vice president and planning director for Leo Burnett. 
    
Now, Torres' job is to research any games that Burnett is going to develop ads for. He pulls together a "game brief" on how it's played, its history, and the advance buzz about it from the dozens of videogame-related websites, blogs, and message boards that he reads on a regular basis. 

"I basically scour the Web for anything and everything that I can possibly find about it," says Torres. He also relies on the connections he's built from blogging about gaming in the past and from attending industry events and conferences.

Torres' game brief was instrumental in the development of a recent television ad for Mario Kart Wii, a cart-driving game. In the commercial, a huckster named Cowboy Jed enthusiastically tells viewers to check out all the carts they can drive in the game as banjo music jangles in the background. 

"I made sure our whole team understood this whole game is all about the mayhem and the frenzy and just the craziness of racing," Torres says. The resulting ad was "very true to the spirit of the game," he adds. 

The Miami native got his first game system, a Nintendo Entertainment System, when he was not yet 5-years old, and even recalls seeing the delivery truck pull up to his house from his bedroom window. His parents had been avid Atari players when they were younger, and their enthusiasm for videogames rubbed off on him (Torres remembers playing Wheel of Fortune with his mom until late into the night on one occasion).

Torres says his favorite game remains the 1998 action-adventure game, The Legend of Zelda: Ocarina of Time, for the Nintendo 64. The bestselling game, in which the player has to travel through time to defeat an evil king, was one of the first to incorporate high-quality 3-D graphics. "It's almost like the Gone With the Wind of videogames," Torres says. "It was the first game, for me, that created an immersive world that I truly lost myself in."

Torres realizes that getting to play and talk about games like Zelda and its successors is a dream gig, and he credits the videogame industry for being one that inspires such enthusiastic consumers. 

"Honestly, I feel just really lucky to be given the opportunity," he says. "I don?t think there's much of a passionate fan base for laundry detergent."
    
    
    
    
      
  
</description>
		<source url="http://www.wired.com/gaming/virtualworlds/news/2008/07/portfolio_0714">Wired.Com</source>
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<tr><td colspan="2" style="font:bold 12pt Arial;vertical-align:top;"><a href="http://articles.world-of-newave.info/news/breaking-news/it-s-fun-and-games-and-a-paying-gig-20080722211.htm"><b>It's Fun and Games ... And a Paying Gig</b></a> <sup style="font:8pt Verdana,Arial;vertical-align:top;">{<a href="http://articles.world-of-newave.info/news/breaking-news/it-s-fun-and-games-and-a-paying-gig-20080722211.htm" target="_blank">new window</a>}</sup></td></tr>
<tr>
<td style="font:6pt Verdana,Arial,Sans-serif;text-align:center;vertical-align:top;">&nbsp;</td>
<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">Www.Wired.Com</span> - 

News from Portfolio.com


Also on Portfolio


Top McCain Fundraiser Fined for Shady Dealing in Haiti


What a Way to Blow a Weekend


Nationalization May Be the Way to Go

Subscribe to Portfolio magazine


Although Benny Torres recently graduated from college with a degree in psychology and advertising, he got his current job simply by being himself: a 23-year-old guy who's totally into videogames.

Torres spends most of his waking hours playing the latest games and reading all the latest gaming news and gossip online. And since last year, he's been doing it from a cubicle in the Chicago headquarters of ad agency Leo Burnett.

Torres first joined Burnett as an intern last June?and quickly became known as the go-to guy on videogames. Creatives on the Nintendo account turned to Torres for answers on everything from the key plot points of games to the types of fonts that were used in them. By fall, he had a full-time staff job as an associate planner. That's his official title, but unofficially, he's still the go-to guy on videogames.

"We just realized what an incredible wealth of knowledge he had about Nintendo, about gamers, about their habits, about where they talk and where they live," says Rose Cameron, senior vice president and planning director for Leo Burnett. 
    
Now, Torres' job is to research any games that Burnett is going to develop ads for. He pulls together a "game brief" on how it's played, its history, and the advance buzz about it from the dozens of videogame-related websites, blogs, and message boards that he reads on a regular basis. 

"I basically scour the Web for anything and everything that I can possibly find about it," says Torres. He also relies on the connections he's built from blogging about gaming in the past and from attending industry events and conferences.

Torres' game brief was instrumental in the development of a recent television ad for Mario Kart Wii, a cart-driving game. In the commercial, a huckster named Cowboy Jed enthusiastically tells viewers to check out all the carts they can drive in the game as banjo music jangles in the background. 

"I made sure our whole team understood this whole game is all about the mayhem and the frenzy and just the craziness of racing," Torres says. The resulting ad was "very true to the spirit of the game," he adds. 

The Miami native got his first game system, a Nintendo Entertainment System, when he was not yet 5-years old, and even recalls seeing the delivery truck pull up to his house from his bedroom window. His parents had been avid Atari players when they were younger, and their enthusiasm for videogames rubbed off on him (Torres remembers playing Wheel of Fortune with his mom until late into the night on one occasion).

Torres says his favorite game remains the 1998 action-adventure game, The Legend of Zelda: Ocarina of Time, for the Nintendo 64. The bestselling game, in which the player has to travel through time to defeat an evil king, was one of the first to incorporate high-quality 3-D graphics. "It's almost like the Gone With the Wind of videogames," Torres says. "It was the first game, for me, that created an immersive world that I truly lost myself in."

Torres realizes that getting to play and talk about games like Zelda and its successors is a dream gig, and he credits the videogame industry for being one that inspires such enthusiastic consumers. 

"Honestly, I feel just really lucky to be given the opportunity," he says. "I don?t think there's much of a passionate fan base for laundry detergent."
    
    
    
    
      
  
<blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">Read the latest video game, gaming systems and console news, including Sony PS3, Microsoft Xbox 360, Nintendo Wii, handhelds PSP and Nintendo DS from Wired.com {...}</blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Published:</span> July 14, 2008, 4:35 pm - <span style="color:#808080;">Indexed:</span> July 15, 2008, 10:00 am - <span style="color:#808080;">Page Size:</span>&nbsp;42KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span> <a href="http://www.world-of-newave.info/news/">News</a> &gt;  <a href="http://www.world-of-newave.info/news/breaking-news/"><b>Breaking News</b></a></div></td></tr></table>
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		<category>News > Breaking News</category>
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		<title>{VIDEO GAMES &gt; W} - Games Without Frontiers: Go Ahead, Punk, Make Your Game</title>
		<link>http://articles.world-of-newave.info/games/video-games/news-and-reviews/w/games-without-frontiers-go-ahead-punk-make-your-20080731711.htm</link>
		<guid>http://articles.world-of-newave.info/games/video-games/news-and-reviews/w/games-without-frontiers-go-ahead-punk-make-your-20080731711.htm</guid>
		<pubDate>Mon, 14 Jul 2008 02:00:00 GMT</pubDate>
		<description>
If you've ever played a really horrible game, you've probably thought: Wow, the people who made this are talentless. You fume at the derivative, seen-it-before gameplay; you complain that the levels are far too monotonous, or far too unmanageable. After a while, you throw down your controller and boast: Hell, I could make a game better than this.



Ah, but could you?



I recently found out when I spent some time with Blast Works, a brilliant new Wii title that allows you to create your own games. What I discovered is, as you might expect, it's pretty damn hard to make a fun game. You'll probably fail.



But in the process of doing so, you'll learn a ton about what makes a good game good. Or to put it another way: Designing games makes you a better connoisseur of them.



On the surface, Blast Works is a side-scrolling, spaceship-blasting game with a clever twist. Much like Gradius, you drift inexorably rightward, ever beset by blocky, polygonal enemies. But when you blast them into pieces, you can -- much as with Katamari Damacy -- swoop in and scoop up any loose parts, which then stick to your spaceship. Turrets from enemy guns remain functional, so you quickly can amass a huge, unruly mess of weapons that jut out from every direction. If you did nothing else but play the single-player component, you'd have fun.



But if you stopped there, you'd miss out on the philosophically rich treats to come.



Because also embedded inside Blast Works is an amazingly full-featured editor that lets you create customized spaceships, bullets and levels. Almost everything, from physics to camera zoom, is tweakable. Objects can be designed down to the last pixel if you're obsessed enough. Basically, it's everything you need to craft your own side-scrolling shooter.



Hot damn, I thought. I plunged into the editor and decided to try crafting a shooter with a nutty electric-guitar aesthetic. At first, it seemed really easy. In barely 10 minutes, I designed a crude Flying V-style ship. I crafted a couple of even more crude-looking enemies: Weak ones were shaped like guitar picks, and more-ferocious killers were shaped like ... well, big lumps of something or other. Hey, I'm tolerable at design, but only barely. And in any case, I was getting impatient to try out my creation. How would it play?



I loaded the game, hit Start, and when the Flying V ship drifted onscreen, I was hit with a giddy jolt of pride. Dude! I'm playing my own game!



But my pride quickly deflated, upon a sober realization: My game sucked. 



I'd clustered the enemies far too closely together, making it impossible to avoid their attacks. Hell, I didn't even leave enough breathing space. The first notes of the ominous they're-here music had barely started when the armada arrived and sliced through me like I was soft cheese. I went back in and tinkered with the attack spacings, but found I quickly tipped into the opposite problem: Now the game was too easy. Hmmm.



Over the next few hours, two things happened. I got deep into the weeds of my game, tweaking and teasing the enemies and the landscape to try and balance things out. More important, I gained an amazingly rich sense of just how remarkable truly good game design is -- the talent that's necessary to reach that tightrope balance point where something's optimally challenging without being controller-chucking frustrating. I mean, if I was having this much trouble crafting a simple side-scroller -- one of the most rudimentary genres -- imagine trying to create a complex online world, an immersive shooter or a mystery game. How the hell do Blizzard, Bungie and Cyan do it?



Creating a game, in other words, makes you a better consumer of games, because it forces you to think concretely about the linguistics of the craft: balance, collisions, human motivation, camera work, artwork, physics. It's like how being required to write speeches and short stories in elementary school trains you to appreciate a truly spectacular novel or bit of oratory -- or how knowing how to play an instrument, even poorly, gives you a deeper insight into true musical genius.



But the fascinating thing is that there are lots of people out there who are pretty good at game design. If you go over to the Blast Works website, you can download ships, enemies, weapons and entire levels that gamers have created, and try them for yourself. The creativity is occasionally stunning.



There are re-creations of famous Nintendo characters like Mario and Link; there's even a precise rendition of the original Super Mario Bros. Someone assembled a hilariously spot-on homage to Star Wars. And one gamer, amazingly, re-created the look of Space Invaders by crafting a level so narrow it doesn't scroll -- and you thus remain on one screen.



I'm not suggesting that these are addictive, must-play games. No, they're more like fan fiction -- a way of thinking about what game design really is. They remind me of how new-media artists like Cory Arcangel have plundered old-school game environments as a form of cultural commentary. (Indeed, I've even now been inspired with my own quasi-artistic idea: I'm designing a Blast Works level that has no enemies at all -- just a backdrop of buildings that will slowly spell out a message in enormous letters as you scroll by. It's Gradius as a form of text messaging!) 



Of course, Blast Works isn't entirely new: Many previous games have offered modding and editing tools before. But I've never seen any game that mixed such flexibility with relative simplicity -- and offered such a quick way to share your design ideas with others. 



And at the very least, it allows you to finally answer your own windy boast: Man, I could do that.



Well, sure. Just try.



- - -



Clive Thompson is a contributing writer for The New York Times Magazine and a regular contributor to Wired and New York magazines. Look for more of Clive's observations on his blog, collision detection.

  


   
     </description>
		<source url="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/07/gamesfrontiers_0714">Wired.Com</source>
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<tr><td colspan="2" style="font:bold 12pt Arial;vertical-align:top;"><a href="http://articles.world-of-newave.info/games/video-games/news-and-reviews/w/games-without-frontiers-go-ahead-punk-make-your-20080731711.htm"><b>Games Without Frontiers: Go Ahead, Punk, Make Your Game</b></a> <sup style="font:8pt Verdana,Arial;vertical-align:top;">{<a href="http://articles.world-of-newave.info/games/video-games/news-and-reviews/w/games-without-frontiers-go-ahead-punk-make-your-20080731711.htm" target="_blank">new window</a>}</sup></td></tr>
<tr>
<td style="font:6pt Verdana,Arial,Sans-serif;text-align:center;vertical-align:top;">&nbsp;</td>
<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">Www.Wired.Com</span> - 
If you've ever played a really horrible game, you've probably thought: Wow, the people who made this are talentless. You fume at the derivative, seen-it-before gameplay; you complain that the levels are far too monotonous, or far too unmanageable. After a while, you throw down your controller and boast: Hell, I could make a game better than this.



Ah, but could you?



I recently found out when I spent some time with Blast Works, a brilliant new Wii title that allows you to create your own games. What I discovered is, as you might expect, it's pretty damn hard to make a fun game. You'll probably fail.



But in the process of doing so, you'll learn a ton about what makes a good game good. Or to put it another way: Designing games makes you a better connoisseur of them.



On the surface, Blast Works is a side-scrolling, spaceship-blasting game with a clever twist. Much like Gradius, you drift inexorably rightward, ever beset by blocky, polygonal enemies. But when you blast them into pieces, you can -- much as with Katamari Damacy -- swoop in and scoop up any loose parts, which then stick to your spaceship. Turrets from enemy guns remain functional, so you quickly can amass a huge, unruly mess of weapons that jut out from every direction. If you did nothing else but play the single-player component, you'd have fun.



But if you stopped there, you'd miss out on the philosophically rich treats to come.



Because also embedded inside Blast Works is an amazingly full-featured editor that lets you create customized spaceships, bullets and levels. Almost everything, from physics to camera zoom, is tweakable. Objects can be designed down to the last pixel if you're obsessed enough. Basically, it's everything you need to craft your own side-scrolling shooter.



Hot damn, I thought. I plunged into the editor and decided to try crafting a shooter with a nutty electric-guitar aesthetic. At first, it seemed really easy. In barely 10 minutes, I designed a crude Flying V-style ship. I crafted a couple of even more crude-looking enemies: Weak ones were shaped like guitar picks, and more-ferocious killers were shaped like ... well, big lumps of something or other. Hey, I'm tolerable at design, but only barely. And in any case, I was getting impatient to try out my creation. How would it play?



I loaded the game, hit Start, and when the Flying V ship drifted onscreen, I was hit with a giddy jolt of pride. Dude! I'm playing my own game!



But my pride quickly deflated, upon a sober realization: My game sucked. 



I'd clustered the enemies far too closely together, making it impossible to avoid their attacks. Hell, I didn't even leave enough breathing space. The first notes of the ominous they're-here music had barely started when the armada arrived and sliced through me like I was soft cheese. I went back in and tinkered with the attack spacings, but found I quickly tipped into the opposite problem: Now the game was too easy. Hmmm.



Over the next few hours, two things happened. I got deep into the weeds of my game, tweaking and teasing the enemies and the landscape to try and balance things out. More important, I gained an amazingly rich sense of just how remarkable truly good game design is -- the talent that's necessary to reach that tightrope balance point where something's optimally challenging without being controller-chucking frustrating. I mean, if I was having this much trouble crafting a simple side-scroller -- one of the most rudimentary genres -- imagine trying to create a complex online world, an immersive shooter or a mystery game. How the hell do Blizzard, Bungie and Cyan do it?



Creating a game, in other words, makes you a better consumer of games, because it forces you to think concretely about the linguistics of the craft: balance, collisions, human motivation, camera work, artwork, physics. It's like how being required to write speeches and short stories in elementary school trains you to appreciate a truly spectacular novel or bit of oratory -- or how knowing how to play an instrument, even poorly, gives you a deeper insight into true musical genius.



But the fascinating thing is that there are lots of people out there who are pretty good at game design. If you go over to the Blast Works website, you can download ships, enemies, weapons and entire levels that gamers have created, and try them for yourself. The creativity is occasionally stunning.



There are re-creations of famous Nintendo characters like Mario and Link; there's even a precise rendition of the original Super Mario Bros. Someone assembled a hilariously spot-on homage to Star Wars. And one gamer, amazingly, re-created the look of Space Invaders by crafting a level so narrow it doesn't scroll -- and you thus remain on one screen.



I'm not suggesting that these are addictive, must-play games. No, they're more like fan fiction -- a way of thinking about what game design really is. They remind me of how new-media artists like Cory Arcangel have plundered old-school game environments as a form of cultural commentary. (Indeed, I've even now been inspired with my own quasi-artistic idea: I'm designing a Blast Works level that has no enemies at all -- just a backdrop of buildings that will slowly spell out a message in enormous letters as you scroll by. It's Gradius as a form of text messaging!) 



Of course, Blast Works isn't entirely new: Many previous games have offered modding and editing tools before. But I've never seen any game that mixed such flexibility with relative simplicity -- and offered such a quick way to share your design ideas with others. 



And at the very least, it allows you to finally answer your own windy boast: Man, I could do that.



Well, sure. Just try.



- - -



Clive Thompson is a contributing writer for The New York Times Magazine and a regular contributor to Wired and New York magazines. Look for more of Clive's observations on his blog, collision detection.

  


   
     <blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">Read the latest video game, gaming systems and console news, including Sony PS3, Microsoft Xbox 360, Nintendo Wii, handhelds PSP and Nintendo DS from Wired.com {...}</blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Published:</span> July 14, 2008, 2:00 am - <span style="color:#808080;">Indexed:</span> July 16, 2008, 11:41 am - <span style="color:#808080;">Page Size:</span>&nbsp;49KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span> <a href="http://www.world-of-newave.info/games/">Games</a> &gt; <a href="http://www.world-of-newave.info/games/video-games/">Video Games</a> &gt; <a href="http://www.world-of-newave.info/games/video-games/news-and-reviews/">News and Reviews</a> &gt;  <a href="http://www.world-of-newave.info/games/video-games/news-and-reviews/w/"><b>W</b></a></div></td></tr></table>
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		<title>{HEALTH &gt; NEWS AND MEDIA} - Brain Games: Do They Really Help?</title>
		<link>http://articles.world-of-newave.info/health/news-and-media/brain-games-do-they-really-help-20080738416.htm</link>
		<guid>http://articles.world-of-newave.info/health/news-and-media/brain-games-do-they-really-help-20080738416.htm</guid>
		<pubDate>Thu, 10 Jul 2008 14:19:40 GMT</pubDate>
		<description>Games to sharpen the brain are gaining popularity but experts remain skeptical.</description>
		<source url="http://abcnews.go.com/Health/MindMoodNews/story?id=5342882&amp;page=1">Abcnews.Go.Com</source>
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<td style="font:6pt Verdana,Arial,Sans-serif;text-align:center;vertical-align:top;">&nbsp;</td>
<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">Abcnews.Go.Com</span> - Games to sharpen the brain are gaining popularity but experts remain skeptical.<blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">ABC News: Brain Games: Do They Really Help? {...} Brain Games: Do They Really Help? {...}</blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Published:</span> July 10, 2008, 2:19 pm - <span style="color:#808080;">Indexed:</span> July 12, 2008, 10:36 am - <span style="color:#808080;">Page Size:</span>&nbsp;86KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span> <a href="http://www.world-of-newave.info/health/">Health</a> &gt;  <a href="http://www.world-of-newave.info/health/news-and-media/"><b>News and Media</b></a></div></td></tr></table>
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		<title>{NEWS &gt; TECHNOLOGY} - Divide on games industry ratings</title>
		<link>http://articles.world-of-newave.info/science/news/technology/divide-on-games-industry-ratings-20080765914.htm</link>
		<guid>http://articles.world-of-newave.info/science/news/technology/divide-on-games-industry-ratings-20080765914.htm</guid>
		<pubDate>Tue, 08 Jul 2008 18:23:19 GMT</pubDate>
		<description>A row develops between the games industry and the UK's content classifiers over who should regulate video games.</description>
		<source url="http://news.bbc.co.uk/2/hi/technology/7496327.stm">News.Bbc.Co.Uk</source>
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<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">News.Bbc.Co.Uk</span> - A row develops between the games industry and the UK's content classifiers over who should regulate video games.<blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">BBC NEWS | Technology | Divide on games industry ratings {...} </blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Published:</span> July 8, 2008, 6:23 pm - <span style="color:#808080;">Indexed:</span> July 10, 2008, 9:28 am - <span style="color:#808080;">Page Size:</span>&nbsp;48KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span> <a href="http://www.world-of-newave.info/science/">Science</a> &gt; <a href="http://www.world-of-newave.info/science/news/">News</a> &gt;  <a href="http://www.world-of-newave.info/science/news/technology/"><b>Technology</b></a></div></td></tr></table>
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		<category>Science > News > Technology</category>
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		<title>{NEWS} - My Games</title>
		<link>http://articles.world-of-newave.info/news/my-games-20080733010.htm</link>
		<guid>http://articles.world-of-newave.info/news/my-games-20080733010.htm</guid>
		<pubDate>Tue, 08 Jul 2008 16:04:50 GMT</pubDate>
		<description>Your chance to appear on the BBC during the Olympics</description>
		<source url="http://news.bbc.co.uk/2/hi/in_depth/7495677.stm">News.Bbc.Co.Uk</source>
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<td style="font:6pt Verdana,Arial,Sans-serif;text-align:center;vertical-align:top;">&nbsp;</td>
<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">News.Bbc.Co.Uk</span> - Your chance to appear on the BBC during the Olympics<blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">BBC NEWS | Special Reports | My Games: Taking part in the show {...} The BBC is looking for Olympics fans from all around the world to take part in a live programme running during the games on BBC World News. {...}</blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Published:</span> July 8, 2008, 4:04 pm - <span style="color:#808080;">Indexed:</span> July 17, 2008, 6:43 pm - <span style="color:#808080;">Page Size:</span>&nbsp;47KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span>  <a href="http://www.world-of-newave.info/news/"><b>News</b></a></div></td></tr></table>
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		<title>{VIDEO GAMES &gt; W} - Hideo Kojima's Top 5 Memorable Games</title>
		<link>http://articles.world-of-newave.info/games/video-games/news-and-reviews/w/hideo-kojima-s-top-5-memorable-games-2008072448.htm</link>
		<guid>http://articles.world-of-newave.info/games/video-games/news-and-reviews/w/hideo-kojima-s-top-5-memorable-games-2008072448.htm</guid>
		<pubDate>Fri, 04 Jul 2008 19:57:00 GMT</pubDate>
		<description>The maestro of pixelated sneaking lists his top five memorable games and, weirdly, his own 'Metal Gear Solid' made the cut.
  


   
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		<source url="http://blog.wired.com/games/2008/07/kojima-lists-to.html">Blog.Wired.Com</source>
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<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">Blog.Wired.Com</span> - The maestro of pixelated sneaking lists his top five memorable games and, weirdly, his own 'Metal Gear Solid' made the cut.
  


   
     <blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">Kojima Lists Top 5 Memorable Games | Game | Life from Wired.com {...} Many gamers would not hesitate to list Hideo Kojima {...}</blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Published:</span> July 4, 2008, 7:57 pm - <span style="color:#808080;">Indexed:</span> July 8, 2008, 9:24 am - <span style="color:#808080;">Page Size:</span>&nbsp;50KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span> <a href="http://www.world-of-newave.info/games/">Games</a> &gt; <a href="http://www.world-of-newave.info/games/video-games/">Video Games</a> &gt; <a href="http://www.world-of-newave.info/games/video-games/news-and-reviews/">News and Reviews</a> &gt;  <a href="http://www.world-of-newave.info/games/video-games/news-and-reviews/w/"><b>W</b></a></div></td></tr></table>
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		<title>{EVENTS &gt; NEWS AND MEDIA} - Greece bids Games farewell</title>
		<link>http://articles.world-of-newave.info/sports/events/olympics/summer-games/2004-_-athens/news-and-media/greece-bids-games-farewell-2008077993.htm</link>
		<guid>http://articles.world-of-newave.info/sports/events/olympics/summer-games/2004-_-athens/news-and-media/greece-bids-games-farewell-2008077993.htm</guid>
		<pubDate>Wed, 02 Jul 2008 16:06:14 GMT</pubDate>
		<description>The 2004 Olympics come to an end with a spectacular closing ceremony in Athens.</description>
		<source url="http://news.bbc.co.uk/sport1/hi/olympics_2004/3607622.stm">News.Bbc.Co.Uk</source>
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<td style="font:6pt Verdana,Arial,Sans-serif;text-align:center;vertical-align:top;">&nbsp;</td>
<td width="100%" style="font:9pt Verdana,Arial,Sans-serif;vertical-align:top;"><span style="color:#808080;font-variant:small-caps;">News.Bbc.Co.Uk</span> - The 2004 Olympics come to an end with a spectacular closing ceremony in Athens.<blockquote style="background:#FAFAFA;border:1px dotted #E6E6E6;font:italic 10pt Times New Roman;padding:9px;">BBC SPORT | Olympics 2004 | Greece bids Games farewell {...} </blockquote><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Indexed:</span> July 2, 2008, 4:06 pm - <span style="color:#808080;">Page Size:</span>&nbsp;49KB</div><div style="font:8pt Verdana,Arial;vertical-align:top;"><span style="color:#808080;">Category:</span> <a href="http://www.world-of-newave.info/sports/">Sports</a> &gt; <a href="http://www.world-of-newave.info/sports/events/">Events</a> &gt; <a href="http://www.world-of-newave.info/sports/events/olympics/">Olympics</a> &gt; <a href="http://www.world-of-newave.info/sports/events/olympics/summer-games/">Summer Games</a> &gt; <a href="http://www.world-of-newave.info/sports/events/olympics/summer-games/2004-_-athens/">2004 - Athens</a> &gt;  <a href="http://www.world-of-newave.info/sports/events/olympics/summer-games/2004-_-athens/news-and-media/"><b>News and Media</b></a></div></td></tr></table>
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