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Ask Gaming [Designer, Professor, Gadfly] Ian Bogost

Ian Bogost is a professor of game theory at Georgia Tech, a game designer, a prolific writer, an entrepreneur, and a bit of a prankster. These roles which sometimes overlap, notably in his surprise success satirical Facebook game Cow Clicker, which you can think of as the Anti-Zynga. Wired has a fresh article up about Bogost (which cleverly embeds a sort of micro version of Cow Clicker). It also mentions another game — my favorite of his projects — that should be on the mind of every TSA employee, the 2009 release Jetset. Ask Ian about clicking cows, being an academic provocateur as well as a participant in the world of gaming, and breaking into the world of social gaming. (Please break unrelated questions into multiple comments.)

6 of 57 comments (clear)

  1. Clicking on real cows is far more satisfying. by Baeowulf · · Score: 3, Funny

    And offers much more feedback.

  2. Start with a 'facebook' game or a regular website? by Anonymous Coward · · Score: 4, Interesting

    I lead an enthusiastic clan of RuneScape players, and they tend to have a pretty broad interest in gaming and game development. As the lead programmer/IT guy for the clan, I'm frequently asked about programming and how to go about doing it.

    I'm considering setting up a fairly basic "mafia wars" type of game for them to expand and update, coded in python/html5 and running on google app engine for simplicity's sake. Python has a huge amount of self learning resources out there, and putting a python project on GAE is my go-to method for getting a project up and running quickly.

    Should I encourage them to move into building a facebook app, or should I encourage them to keep it a standalone website?

    On the one hand facebook gives better potential for expanding their user base, but on the other there's the 30% fee for using facebook credits and their horrible API documentation. While I want to keep things as straightforward as possible for them, I would like to see their game accumulate a decent number of players so they can show it off.

  3. Procedural Rhetoric in morally-gray big name games by siphonophore · · Score: 4, Interesting

    What do you think of AAA studios exploring more moral grey areas (e.g. hostage shooting airport level in COD:MW2) as a form of procedural rhetoric? Do you think players' natural tendencies of (in this case) non-violence toward innocents is solidified or shaken by simulating such acts?

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  4. Re:Part of the problem by spektre1 · · Score: 3, Insightful

    I just want to point out that Cow Clicker was made as a response to the shitty flash games that you're talking about. And amazingly, sadly, and happily became rather successful, despite it being a simple, transparent version of everything that's "wrong" with shitty flash games. That should tell you something about how we judge game design.

  5. Summary wrong by kryptKnight · · Score: 3, Interesting

    The summary needs to be fixed, game theory is not the study of video games. (Bogost doesn't describe himself as a "professor of game theory", whoever wrote the summary does)

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    Facts do not cease to exist because they are ignored. -Aldous Huxley
  6. Re:Object-Oriented Philosophy by u38cg · · Score: 3, Insightful

    Could someone please tell me whether or not this is meant to be a piss-take?

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    [FUCK BETA]