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Posts Tagged ‘flash’

GDC: Making games to prevent violence against children

March 10th, 2010 No comments
The highlight of yesterday's GDC Serious Game Summit panels focused on an appropriately consequential topic: How games can help protect children from the commonplace dangers they face from predators, both online and off. The panel was led by Child Safety Research and Innovation Center president Allan McCullough -- a man who's strived to develop games which teach young people how to identify and avoid dangerous situations.

The two Flash-based games which represent the fruits of McCullough's two decades of labor look deceptively simple on the surface. They are, after all, hand-illustrated, poorly animated educational games geared towards children, with budgets too small to allow the hiring of professional voice actors and experienced gaming professionals. However, beneath the crude surface of these games lie clever methods of imparting crucial information to their young players which could ostensibly help them avoid encounters with people who mean them harm.

Continue reading GDC: Making games to prevent violence against children

JoystiqGDC: Making games to prevent violence against children originally appeared on Joystiq on Thu, 11 Mar 2010 00:00:00 EST. Please see our terms for use of feeds.

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GDC 2010: Making games to prevent violence against children

March 9th, 2010 No comments
The highlight of yesterday's GDC Serious Game Summit panels focused on an appropriately consequential topic: How games can help protect children from the commonplace dangers they face from predators, both online and off. The panel was led by Child Safety Research and Innovation Center president Allan McCullough -- a man who's strived to develop games which teach young people how to identify and avoid dangerous situations.

The two Flash-based games which represent the fruits of McCullough's two decades of labor look deceptively simple on the surface. They are, after all, hand-illustrated, poorly animated educational games geared towards children, with budgets too small to allow the hiring of professional voice actors and experienced gaming professionals. However, beneath the crude surface of these games lie clever methods of imparting crucial information to their young players which could ostensibly help them avoid encounters with people who mean them harm.

Continue reading GDC 2010: Making games to prevent violence against children

JoystiqGDC 2010: Making games to prevent violence against children originally appeared on Joystiq on Tue, 09 Mar 2010 21:00:00 EST. Please see our terms for use of feeds.

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Bad Flash Game Combats The Sexual Exploitation Of Children [Good Intentions]

March 3rd, 2010 No comments

It may be the most hideous Choplifter rip-off ever created, but at least "CyberDodo fights against the sexual exploitation of children" has its heart in the right place.

Did you know March 4 is the World Day Against Sexual Exploitation? If you're anything like me, you had no clue. Then again, if you're anything like me you would have realized that these world days should really be called world marketing days, as they are merely excuses for companies to line up advertising promotions with important issues. We know sexual exploitation is bad. It's not like we slowly begin to warm to the idea for 364 days and need reminding.

I digress.

CyberDodo is family-friendly community platform that is dedicated to defending life, and they do so through cartoons, reports, and flash games, hoping to educate people on topics like world hunger. Now they've set their sights on the sexual exploitation of children, with a strong focus on child prostitution.

To that effect, they've created a game where you pilot a helicopter around, dropping a line to save children being harassed by perverts. I mean, I assume they are perverts. Fat, ugly men with their stomachs hanging out of their shirts seem to fit the bill.

As you travel through this seedy virtual underbelly, dropping coconuts on the perverts' heads and collecting fuel icons to keep you in the air, pressing the space bar lowers a line, lifting the children into the warm womb of your copter, where they are safe from harm. "Thanks," they say casually, as you fly them away from oppression. "Thanks."

Oh, and be sure you dodge the birds. I think they represent bird...oppression?

While CyberDodo's game is indeed laughable, it at least tries to deliver a message about the sort of topic that mainstream game developers go out of their way to avoid, so kudos to them. I'd still like to see a company with a larger budget try and tackle subjects like this.

And not just on the World Day Against Sexual Exploitation.

Check out CyberDodo's game here.



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We now understand why everyone loves Cream Wolf

February 21st, 2010 No comments
Cream Wolf, the most recent release on the prestigious Adult Swim line of browser-based games, might just be the first surprise smash hit of 2010 so far. It's been sweeping through the gaming press, swooning everyone who comes in contact with it. After spending a half hour with the game, we completely understand why -- and we wager you will too. Seriously, go play it.

We're not going to spoil the game by going into too much detail about it, though we will say that you're a werewolf who sells ice cream to kids. That's a good enough jumping off point for your imagination, we think.

JoystiqWe now understand why everyone loves Cream Wolf originally appeared on Joystiq on Sun, 21 Feb 2010 21:00:00 EST. Please see our terms for use of feeds.

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Richard Garriott re-enters games atmosphere with new social media project: Portalarium

February 17th, 2010 No comments
Known spacefarer and castle-owner Richard Garriott isn't going to let a relatively unsuccessful MMORPG launch keep him down. Lord British himself, along with former NCSoft colleagues Dallas Snell, Fred Schmidt and Stephen Nichols, has revealed the launch of a "broad-based" social media company dubbed Portalarium. The outfit is working to first offer "online game apps" and then hopes to expand into "open learning, open health, open science/environment, open government and much more." Whatever that means.

The announcement was kind enough to detail the company's first big project: The Portalarium Player, a browser plug-in that allows games developed on a number of platforms (i.e., not just Flash) to work within the confines of social networking sites like Facebook and MySpace. Garriott is speaking more about the young company's future at D.I.C.E. -- so we'll flag him down later today to find out what gamers can expect from the studio. (At the very least, we hope to get some totally awesome space stories.)

JoystiqRichard Garriott re-enters games atmosphere with new social media project: Portalarium originally appeared on Joystiq on Wed, 17 Feb 2010 13:18:00 EST. Please see our terms for use of feeds.

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Mile Marker 22: Rocketbirds: Revolution! [The Road To The Igf]

February 17th, 2010 No comments

Tired of stodgy corporate games made by The Man and his minions? We're playing the 31 best indie games for a change of pace —- and so we can judge them. Today, Rocketbirds: Revolution!

In A Sentence
Take control of HardBoiled Chicken in this web-based side-scroller as you shoot your way through the avian army of Albatropolis.

State Of Completion
It's done and on sale for $9.95.

Thoughts
The gameplay and aesthetics of Rocketbirds: Revolution! are very similar to early 90s titles like Flashback and Prince of Persia, though it lacks some of the same fluidity that made those games so captivating to watch in motion. But the lighting and the fact that the game features a chicken, and not a person, more than make up for that.

And it nails the singular experience of those earlier games, stripping away the need for complex controls or mechanics to deliver a straight forward and fun game to play.

Answers We Demanded
Kotaku: What was the inspiration behind your game?

Sian Yue Tan: Ten years ago, when things in my life were at their worst, I made a short flash animation, in which Penguins battled Chickens. Since then, these birds have been keeping my creativity alive when I was working in less creative industries, so I wanted to make a game about them.

Kotaku: Why video games? There are plenty of ways for a person to express themselves creatively, why did you choose this way?

Tan: I believe making video games offers the ultimate creative release.

For this game I got to design and animate the characters from my imagination, craft their world, give them stories, give them personalities, make them think and move around and respond to one another - then give them guns and watch them kill each other.

I had to constantly switch between being the character designer and animator, to being the game designer, to being the programmer, to being the art guy, to being the storyteller, to being the voice actor, to being the level designer, to making the menus, the interfaces, the help screens, the music videos. Only video games can pull all the creative disciplines together like this - and only in indie productions can so few people have such absolute control in combining many of those disciplines.

Kotaku: Who or what are your greatest influences when creating a game?

Tan: This game is heavily influenced by games of the cinematic platforming genre, like Flashback and Oddworld, so in terms of game design, the challenge was to identify and highlight the elements that made those games work and update them for our own game. I wanted to make a cinematic platform game because I have great sentimental memories of playing those games, but they are also simple enough to be made by a small development team to reach today's levels of expected polish within a certain amount of time. I think a project must be designed with its constraints in mind, so I think it is the constraints that significantly influence the games I create.

Make sure to check out the rest of the Independent Games Festival finalists as we head toward the March awards show.



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Canadian public health group makes safe sex game

February 16th, 2010 No comments
The public health unit in London, Ontario has put together a trivia-based video game called Adventures in Sex City, a sort of comic-book inspired quiz with some ... stiff penalties for failure. You can play it here, but if you're at work, you probably shouldn't.

According to Shaya Dhinsa, manager of sexual health at the Middlesex-London Health Unit, the game is "a launching pad for the discussion." So, if you're not at work, maybe you and we can have a frank, NSFW video discussion about this game right after the break.

Continue reading Canadian public health group makes safe sex game

JoystiqCanadian public health group makes safe sex game originally appeared on Joystiq on Tue, 16 Feb 2010 06:00:00 EST. Please see our terms for use of feeds.

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First-Person Tetris will spin you right round, baby, right round

January 15th, 2010 No comments
Do you like Alexey Pajitnov's timeless puzzler Tetris as much as you like succumbing to unrelenting waves of nausea? You'll probably want to check out the new Flash-based sensation, First-Person Tetris. There's not much of a learning curve, here -- it operates pretty much exactly like the block-dropping puzzler you know and love, only with a small twist. We'll let you figure it out for yourselves -- why not give it a spin, provided you've got some free time (and a strong, strong stomach).

JoystiqFirst-Person Tetris will spin you right round, baby, right round originally appeared on Joystiq on Fri, 15 Jan 2010 02:15:00 EST. Please see our terms for use of feeds.

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VVVVVV Scratches The Instant Death By Spike Itch [Hot Flashes]

January 12th, 2010 No comments

The creator of the haunting, stylish and far easier Don't Look Back has released the fantastic, fun and frustrating VVVVVV. Should you play this wonderfully creative platformer? Absolutely.

But should you buy it? That's something you'll have an easier time deciding after playing the VVVVVV demo and experiencing the clever gravity switching gameplay that demands quick reflexes and a dose of patience. The spectacular music may make the $15 USD purchase go down easier.

We're working on a review, if you're interested in an opinion on the game beyond the first two levels.

VVVVVV [Official Site]



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Joystiq highlights a game of the year 2009

December 31st, 2009 No comments
Here it is, folks: The moment you've all been waiting for. Team Joystiq has been scouring the list of games that came out in 2009, attempting to pick the best of the best, then present them to our readership in an enumerated fashion. Unfortunately, we got bored with that, and instead started playing 2009: The Game, which is, in fact, a game of the year 2009. We apologize for the misleading headline.

It's more or less an "avoid-these-things-lest-you-die" game flash game which takes quick, topical jabs at the year's low points. However, it's a great reminder of some of the ridiculous shenanigans we had to put up with this year. Like, remember Swine Flu? Hoo boy.

JoystiqJoystiq highlights a game of the year 2009 originally appeared on Joystiq on Thu, 31 Dec 2009 12:30:00 EST. Please see our terms for use of feeds.

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