Showing posts with label modding. Show all posts
Showing posts with label modding. Show all posts
Tuesday, 9 April 2013
Sunday, 6 January 2013
The Future of Minecraft: what lies ahead for the all-conquering sandbox game?
The Future of Minecraft: what lies ahead for the all-conquering sandbox game?
It’s hard to imagine how Minecraft could become any bigger than it already is, or how Mojang could spend the money if it did. Then the Mojang guys tell me. It sounds like a good plan.
It’s hard to imagine how Minecraft could become any bigger than it already is, or how Mojang could spend the money if it did. Then the Mojang guys tell me. It sounds like a good plan.
Thursday, 3 January 2013
REVISION: Spec broken down part 2
Candidates should be prepared to understand and discuss the processes
of production,
distribution, marketing and exchange as they relate to contemporary media institutions, as well as the nature of audience consumption and the relationships between audiences and institutions. In addition, candidates should be familiar with:
Below are some revision prompts to do with exchange/consumption
distribution, marketing and exchange as they relate to contemporary media institutions, as well as the nature of audience consumption and the relationships between audiences and institutions. In addition, candidates should be familiar with:
Below are some revision prompts to do with exchange/consumption
Thursday, 22 November 2012
Definition of the day: Mod/Modder
Mod/Modder
Mods are literally ‘modifications’ to games that change their appearance, structure or level design, for example, but that usually leave the underlying gameplay and mechanics intact.
Most common in the world of PC games, the practice of modding relies on free ‘mod tools’ released by game developers. These tools allow modders to design their own maps or levels, rework graphics or change the physics in the gameworld, among other things.
Most mod tools are distributed freely but their use is governed by End User License Agreements (EULAs), which usually prohibit modders or mod teams from selling their creations for commercial gain. Counterstrike, based on Valve software’s Half-Life, is probably the most famous example of a videogame mod and such was its popularity that it was eventually released as a game in its own right.
Mods are literally ‘modifications’ to games that change their appearance, structure or level design, for example, but that usually leave the underlying gameplay and mechanics intact.
Most common in the world of PC games, the practice of modding relies on free ‘mod tools’ released by game developers. These tools allow modders to design their own maps or levels, rework graphics or change the physics in the gameworld, among other things.
Most mod tools are distributed freely but their use is governed by End User License Agreements (EULAs), which usually prohibit modders or mod teams from selling their creations for commercial gain. Counterstrike, based on Valve software’s Half-Life, is probably the most famous example of a videogame mod and such was its popularity that it was eventually released as a game in its own right.
Monday, 1 October 2012
Lesson 8 - How are games consumed?
Consumption is important to consider - do not stop with the end users just playing a game in their home - there are many other ways gaming influences consumers.
PPT after the cut
PPT after the cut
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