Edu games can be fun: My Little Cook

My Little Cook intro

My four year old son was nervously jumping from one fast paced game to another, actually bored at the iPad. I asked him:

“Do you want to try a new game?”

“Hmmm…”

“It’s about preparing and cooking a cake.”

“But I can’t do that!”

“Let’s see.”

So we started playing My Little Cook: in the game you a young cook that moves in this cardboard made animated house, has to get the right ingredients, mix and cook.

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A love story or a quick one? Games and their players

Pompeii Osteria della Via di Mercurio Dice Players

A preliminary note: while studying the problems and stories concerning videogame marketing, I sometimes find an interesting perspective under which your game or game idea should be examined. The game marketing field is complex and immature, and does not seem to be approachable in systematic ways. So maybe the “lens” approach used by Jesse Schell for game design:

Good game design happens when you view your game from many different perspectives, or lenses.

can result useful also in video game marketing.

One such a lens has just been published by Tadhg Kelly on What Games Are, and is introduced by

Forget everything else for a moment and consider that your game is just a graph of users over time.

There are several factors that influence your game’ users/time graph, one such graph from the post:

What Games Are graph

Several factors and resulting graphs are in the linked article. What matters is that when planning your (our) game marketing, we consider it through this lens and make the game design and planned marketing coherent with the curve we want to obtain. If for example you are planning a game for free-to-play and for virtual items sales, you should indeed ensure that the imagined graph is not like the one above, so game design should include enough content to get users to return to the game.


The unlikely commercial success of Sword & Sworcery

Sword & Sworcery - the gameWSJ on SworceryWhat follows are traces of the path that led to the commercial success of indie game Sword & Sworcery.

More I get connected in the indie videogame field (and all its applications), more I meet projects which to me seem doomed to failure. I am bored to silently nod to unlikely ideas and ineffective marketing plans, in order to follow my law of not frustrating ideas without offering alternatives.

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Reading, writing, playing, storytelling and again…

The circular relationship between stories and videogames:

– creating a videogame from a novel, from a movie

– writing a plot for a videogame

– writing a videogame script

– the story/stories generated by the gameplay

(Sometimes the game aim is generating stories.)

Different direction, tools, techniques, results.

See Storytelling and video games.


Diorama art as videogame inspiration source

Thomas Doyle dioramaSeen often discussed “videogame is art?”, but maybe it’s the other way around. Two pictures of a beautiful work by Thomas Doyle, and more works here.

Thomas Doyle diorama detail

You can follow me at @ppolsinelli.


Entering the videogames world market

imageSlides for a talk I just gave in Florence at Incubatore Imprese:

http://www.slideshare.net/ppolsinelli/entering-the-world-videogames-market


Game monetization lenses

Castra virtual good: temple

In my various drafts of game design which I’ve put together in the last months I tried to adopt the free-to-play monetization model. In principle I assumed that virtual items and their sales techniques could be an addition to the game design, something like a layer that could be added at the end to monetize the game.

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The limits of chocofication

The Pleasure Revolution: Why Games Will Lead the Way.This post is just a bit of “curation” for this stimulating Google Tech Talk by Jesse Schell: The Pleasure Revolution: Why Games Will Lead the Way.

Schell first makes the point that “gamification” works only in specific contexts, and can backfire.

Then introduces self-determination theory as motivation for games as distinct from “fun”.

Also clarifies the distinction between “hafta” software and “wanna” software, articulates the evolution of software today from efficiency to pleasure.

Thanks Professor Schell for your teaching (and for your splendid game design book)!

I’ve collected the links referred to in the talk in this Licorize booklet. Thanks to Vincenzo Santalucia for pointing this out.

Hafta & Wanna


Storytelling and video games

Rearranged Photo Narrative

In this writing I try to give indirect answers to the question: what is the role of storytelling in video games?

Creating narratives for video games results in finished products that elicit storytelling. Stories get fed in game production processes; the resulting games generate storytelling experiences that are not immediate results of the original stories.

Narratives for games are components among others of the complex video game production process. Let’s see more about such narratives.

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Five smart, different, creative indie browser games

While preparing the script for the next Gamamoto game I have been researching for interesting, creative browser games. I present here some results of the search, plus a shameless self promotion at the end. The games here listed are small production that IMHO have the conceptual (in story and design) depth that often AAA games lack.

1. 1899 Steam & Spirit

imageThe game has an original and interesting plot and is filled with puzzles cleverly put together – moreover the steampunk design makes fills my heart of love and compassion.

Play here: Winston

What is quite amazing is the fact that this game is a pure HTML + JavaScript game, which means that you can happily play it pretty anywhere.

The authors: this is the author’s blog:

How to like it: The game’s first page has a link to PayPal for donations.

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