Gating In Action

29 November 2011

I went to see a promenade production of a few of Pinter’s political plays the other week, put on by Hydrocracker at Shoreditch Town Hall. When I got out of it, it reminded me a lot of the way first person videogames gate progress through staged encounters. I wrote a bit about this for the Hide&Seek blog:

The security guards weren’t just human gating tools; they were good gating tools because they were human. A marine in a doorway in Call of Duty has a couple of repeated “barks” to explain why you can’t pass him. But a human actor can improvise, responding sympathetically and organically to the situation in front of them. The gates feel much less forced when you can have a dialogue with them.

Read the full post over at Hide&Seek.

  • "…our top three franchises, Call of Duty, Guitar Hero, and World of Warcraft, accounted for approximately 68% of our net revenues for the year ended December 31, 2009. We expect that a limited number of popular franchises will increasingly produce a disproportionately high percentage of our revenues and profits." How depressing. Bill Harris delves into Activision's latest financial report and finds more rational behind the crazy Infinity Ward shenanigans of the past week.