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	<title type="text">Denki Games</title>
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	<updated>2022-10-04T13:51:54Z</updated>

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	<entry>
		<author>
			<name>gary-penn</name>
					</author>

		<title type="html"><![CDATA[Autonauts Are Go!]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2017/07/05/autonauts-are-go/" />

		<id>http://www.denki.co.uk/?p=10112</id>
		<updated>2022-10-04T13:51:54Z</updated>
		<published>2017-07-05T14:08:15Z</published>
		<category scheme="https://denki.co.uk/" term="Autonauts" /><category scheme="https://denki.co.uk/" term="autonauts" />
		<summary type="html"><![CDATA[<p>WHAT&#8217;S THAT? Like Aaron and me, you like the likes of that Factorio thing but fancy something a little less hardcore &#8211; something a little bit different? Well do we have the game for you&#8230; I confess that this particular game doesn&#8217;t feature any profanity, bloodshed (sadistic or otherwise), sexual shenanigans or trite gender stereotyping. [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2017/07/05/autonauts-are-go/">Autonauts Are Go!</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2017/07/05/autonauts-are-go/"><![CDATA[<p><a href="https://denki.itch.io/autonauts" target="_blank" rel="noopener"><img fetchpriority="high" decoding="async" class="aligncenter" src="https://denki.co.uk/wp-content/uploads/2017/07/Iq8JTI1.png" alt="" width="1014" height="400"></a></p>
<p>WHAT&#8217;S THAT? Like Aaron and me, you like the likes of that <em><a href="https://www.factorio.com/">Factorio</a></em> thing but fancy something a little less hardcore &#8211; something a little bit different?</p>
<p>Well do we have the game for you&#8230;</p>
<p>I confess that this particular game doesn&#8217;t feature any profanity, bloodshed (sadistic or otherwise), sexual shenanigans or trite gender stereotyping. Nor does it feature sports, fencing, torture, revenge, giants, monsters, chases, escapes, true love or miracles.</p>
<p>But what it does have by the gallon is little robots to build and boss about and make them play the game for you; anything you can do, they can do if you show them how to do it (you &#8216;program&#8217; them through your actions not code words and numbers). The idea is to evolve and automate an entire civilisation from nothing.</p>
<p>We haven&#8217;t been making <em>Autonauts</em> for long but already it feels like it&#8217;s shaping up into something special. Yes, it&#8217;s not prechewed enough for casual players to digest. Yes, it has issues. Yes, it needs expanding and polishing. But if you don&#8217;t see the potential in this slice of joy as it stands then none of that matters unless (until?) you can be convinced otherwise.</p>
<p>Give it a sniff or a lick &#8211; perhaps even a gentle fondle &#8211; to see if it inspires you to share it (and your thoughts) with the wider world. There&#8217;s a playable version for PC, Mac or Linux&nbsp;<a href="https://denki.itch.io/autonauts">here</a>, plus a video of Aaron and me blathering away like adorable morons while playing it if you&#8217;d rather watch.</p>
<p>You can also check out our <em>Autonauts</em> presence at <a href="https://www.reddit.com/r/Autonauts/">Reddit</a>&nbsp;and&nbsp;<a href="https://discord.gg/xXRfjsc">Discord</a>.💡</p>
<p>&#8211; Gary</p>
<p>The post <a href="https://denki.co.uk/2017/07/05/autonauts-are-go/">Autonauts Are Go!</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
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			</entry>
		<entry>
		<author>
			<name>aaron-puzey</name>
					</author>

		<title type="html"><![CDATA[Mechanised Fun]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2016/07/18/mechanised-fun/" />

		<id>http://www.denki.co.uk/?p=10085</id>
		<updated>2016-07-18T15:16:39Z</updated>
		<published>2016-07-18T15:16:39Z</published>
		<category scheme="https://denki.co.uk/" term="Uncategorised" />
		<summary type="html"><![CDATA[<p>I love video games of course, but I&#8217;ve always had an interest in mechanical games when they pretend to be a video game. Arcades are an easy source of examples. Besides Pinball and Foosball there&#8217;s loads of ticket redemption &#8216;skill&#8217; games available. My current favourite is Pacman Smash. It&#8217;s an air-hockey game with the equivalent [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2016/07/18/mechanised-fun/">Mechanised Fun</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2016/07/18/mechanised-fun/"><![CDATA[<p>I love video games of course, but I&#8217;ve always had an interest in mechanical games when they pretend to be a video game.</p>
<p>Arcades are an easy source of examples. Besides Pinball and Foosball there&#8217;s loads of ticket redemption &#8216;skill&#8217; games available. My current favourite is Pacman Smash. It&#8217;s an air-hockey game with the equivalent of multi-ball. Amazing fun with 4 players.</p>
<p><iframe title="Pac-Man Smash by Namco America at IAAPA 2012" width="1290" height="726" src="https://www.youtube.com/embed/spRAgwUksog?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></p>
<p style="text-align: left;">Of course <a href="https://museemecaniquesf.com/photos.php">mechanical games</a> existed long before digital games. But even when digital did take over during the late 70s, and everyone else in the world was making silicon based hand-held games, Tomy made a range of <a href="https://commons.wikimedia.org/wiki/Category:Tomy_handheld_electronic_games">mechanical/electrical games</a>. I owned a copy of Hit and Missile and it was both terrible and interesting. All moving elements in the game are mechanical so it was possible for the missile to jam against the enemies. I was more interested in how it managed to create this illusion using only mechanical parts.</p>
<p><iframe title="1979 Tomy Hit and Missile handheld/tabletop game 480p" width="1290" height="968" src="https://www.youtube.com/embed/csypSCJ0P2s?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></p>
<p>One of my favourite games as a kid was Screwball Scramble. Essentially an obstacle course, the player has to move their marble from start to finish through a variety of mechanical challenges. In this case it was the variety that was key and everyone had their favourite (and dreaded) part. Some parts require little skill and others really need to be practiced to master.</p>
<p><iframe title="Screwball Scramble Maze Game, By Tomy Toys - Race Against The Clock!" width="1290" height="726" src="https://www.youtube.com/embed/dTg3-ytHLAU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></p>
<p>Sometimes there&#8217;s examples of video games pretending to be mechanical toys&#8230; pretending to be real world games 🙂 Like these mini-games from Nintendo&#8217;s Wii Party U.</p>
<p><iframe title="Wii Party U - Part 18: GamePad Party - Tabletop Baseball (Master Difficulty!)" width="1290" height="726" src="https://www.youtube.com/embed/lAPqsv-MJbs?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe></p>
<p><iframe title="Wii Party U - Part 17: GamePad Party - Tabletop Football (Master Difficulty!)" width="1290" height="726" src="https://www.youtube.com/embed/EYMzbyW1NH0?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe></p>
<p>My prime motivator is &#8216;making&#8217;. I have this constant urge to make stuff, hence my career choice. As a kid, obviously, I played with Lego but I often tried to join it with other bits and pieces trying to create mechanical games. They rarely worked. Actually, now I&#8217;m researching this, I suspect I was only ever really interested in MAKING mechanical games because playing them was usually quite dull 🙂</p>
<p>These days there&#8217;s a huge movement in home-made everything. Electronics and mechanical engineering are brought together to create new, often useless, things. At this point I&#8217;ll direct you to <a href="https://www.instructables.com">Instructibles</a>.</p>
<p>If you&#8217;ve not been there it&#8217;s a site for &#8216;making stuff&#8217; in general but a large portion of entries focuses on games.</p>
<p><a href="https://www.instructables.com/howto/game/">https://www.instructables.com/howto/game/</a></p>
<p>Enjoy.</p>
<p>&#8211; Aaron</p>
<p>The post <a href="https://denki.co.uk/2016/07/18/mechanised-fun/">Mechanised Fun</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
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			</entry>
		<entry>
		<author>
			<name>chris-dawson</name>
					</author>

		<title type="html"><![CDATA[VR is Reality]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2016/06/30/vr-is-reality/" />

		<id>http://www.denki.co.uk/?p=9989</id>
		<updated>2016-06-30T09:14:48Z</updated>
		<published>2016-06-30T09:14:48Z</published>
		<category scheme="https://denki.co.uk/" term="Uncategorised" />
		<summary type="html"><![CDATA[<p>Wishing upon a VR. It’s 2016 and Virtual Reality is finally here. It’s pretty big, colossal even, and it’s tough to avoid. Gone are the years of awkward prototypes, over hyped nonsense and that Murder She Wrote episode. Over a few blogs I’ll share my experiences (both good and bad) with the Samsung GearVR, Oculus Rift [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2016/06/30/vr-is-reality/">VR is Reality</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2016/06/30/vr-is-reality/"><![CDATA[<p style="text-align: center;"><a href="https://www.youtube.com/watch?v=GooJBO4KWlE"><em>Wishing upon a VR.</em></a></p>
<p style="text-align: center;"><span style="font-weight: 400;">It’s 2016 and Virtual Reality is finally here. It’s pretty big, colossal even, and it’s tough to avoid. Gone are the years of awkward prototypes, over hyped nonsense and <i><a href="https://www.imdb.com/title/tt0653453/">that</a> </i>Murder She Wrote episode. Over a few blogs I’ll share my experiences (both good and bad) with the Samsung GearVR, Oculus Rift and HTC Vive.</span></p>
<p style="text-align: center;"><span style="font-weight: 400;">So, where to start? Well, probably with the glaring admission that VR is now my reality. I’ve spent more time than I’d like to admit in the new world and it’s incredible. Whether it’s staring out a Dinosaur or meeting a whale or commanding a circus or challenging a fortune teller &#8211; I’ve been there and done it.</span></p>
<p>&nbsp;</p>
<p style="text-align: center;"><img decoding="async" class="alignnone" src="https://denki.co.uk/wp-content/uploads/2016/05/VRGuys.png" alt="VRGuys" width="1119" height="258" /><br />
#AlwaysBeenCool</p>
<p>&nbsp;</p>
<p style="text-align: center;"><span style="font-weight: 400;">Firstly, a firm favourite and a must buy: Job Simulator (HTC Vive/PS VR). If you’re like me and enjoy doing everything badly in games for fun then you will love </span><a href="https://youtu.be/Uhh4dA-V2os"><span style="font-weight: 400;">Job Simulator</span></a><span style="font-weight: 400;">. Whether it’s being a fast food chef, supermarket assistant, general office worker or mechanic &#8211; you can singly handedly ruin everything. Possibly the best part is that the robots are always pleased with your work too. See, you could be the best mechanic in the land, but if you remove every tyre from a car, strip out the engine and send it away (scraping along the ground with a banana in the exhaust pipe) &#8211; only then can you describe yourself as the master. I am the master and I’ve nailed it. Nonsense aside, each section really does feel like you’re there and is even initiated by use of a games cartridge in a console &#8211; neat!</span></p>
<p>&nbsp;</p>
<p style="text-align: center;"><img decoding="async" class="alignnone" src="https://denki.co.uk/wp-content/uploads/2016/05/VRJob.png" alt="VRJob" /><br />
Job simulator and my real life. Different yet similar (or is it simulator?). Eurgh.</p>
<p>&nbsp;</p>
<p style="text-align: center;"><span style="font-weight: 400;">From one awesome game to another &#8211; Fantastic contraption (HTC Vive)  is next up and it sounds truly mysterious&#8230; The premise is simple in truth &#8211; you have three things; two types of stretchy pole and a spinning cylinder (think Flintstones car). With these three things you can create a fantastic contraption, like the Flintstones car… but why you ask! Well, to transport the pink cube to its home. Of course! Where do all these poles and wheels come from? Well they come from Neko. Neko the cat. This is all great and harmless fun. Though I’m sure it sounds like a nightmare I suffered years ago. Nonetheless, it’s a fantastic use of room-scale. Being able to walk around your contraption is both unique and realistic. Top game.</span></p>
<p>&nbsp;</p>
<p style="text-align: center;"><img decoding="async" src="https://i.imgur.com/Pm2w9SR.gif" /><br />
<em>Whose a good Neko&#8230; Yes you are.</em></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">As tempting as it is to carry on with the incredible, it’s time to whinge and moan about a game I want to be great. It’s Garage Drummer VR. As a long time drummer, this is the title for me, though bizarrely my 100% real drum kit is actually in the same room as my VR, weird. Obviously it&#8217;s not in the correct reality for me now, so let&#8217;s forget about that oddity. So what’s the problem then? How can you go wrong with a drum kit simulator? With ease it seems. The true issue isn’t with the drumming it’s with the technology; as VR becomes more believable and realistic we expect it to react in the same way. So if I hit a drum in real life, the stick will bounce off the skin and thus begins the drum roll. BUT… in this reality there is no drum &#8211; because it’s not real, no bounce, realism broken &#8211; exit game.</span></p>
<p>&nbsp;</p>
<p style="text-align: center;"><img decoding="async" class="" src="https://katemacraereflective.myblog.arts.ac.uk/files/2016/01/d68ba51d578f011cde5f36dc21be27a2.jpg" width="351" height="452" /><br />
<em>Who hasn&#8217;t been there and done that? While wearing that?</em></p>
<p>&nbsp;</p>
<p style="text-align: center;"><span style="font-weight: 400;">I’ll leave with the parting gift of a fun fact. The true low of VR. Exiting. Take off the headset and you’re back in a room. Your beautifully wallpapered stylish room, and boy does it look lame. In fact, it looks like it needs hoovered, best go hoover it. That will provide some well earned time to think about VR and what I could do next, as Virtual Reality is my new Reality.</span></p>
<p><strong>&#8211; Chris</strong></p>
<p>The post <a href="https://denki.co.uk/2016/06/30/vr-is-reality/">VR is Reality</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
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			</entry>
		<entry>
		<author>
			<name>colin-anderson</name>
					</author>

		<title type="html"><![CDATA[The Wisdom Of Gold Five]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2016/06/14/the-wisdom-of-gold-five/" />

		<id>http://www.denki.co.uk/?p=10036</id>
		<updated>2016-06-14T05:54:39Z</updated>
		<published>2016-06-14T05:54:39Z</published>
		<category scheme="https://denki.co.uk/" term="Uncategorised" /><category scheme="https://denki.co.uk/" term="Commercial Creativity" /><category scheme="https://denki.co.uk/" term="Focus" /><category scheme="https://denki.co.uk/" term="Pomodoro Technique" /><category scheme="https://denki.co.uk/" term="Star Wars" />
		<summary type="html"><![CDATA[<p>Focus is often the most under-appreciated tool we have in our creative toolbox. As an example of why focus matters so much consider this: I woke up one hour late yesterday and yet I left the house at exactly the same time I always do. Why? Because unlike most mornings, I only did the things that [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2016/06/14/the-wisdom-of-gold-five/">The Wisdom Of Gold Five</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2016/06/14/the-wisdom-of-gold-five/"><![CDATA[<div></div>
<div>
<div class="separator">
<p><a href="https://youtu.be/X5u4qwK-RQ4">Focus</a> is often the most under-appreciated tool we have in our creative toolbox.</p>
<p>As an example of why focus matters so much consider this: I woke up one hour late yesterday and yet I left the house at exactly the same time I always do. Why? Because unlike most mornings, I only did the things that <strong>really</strong> mattered. I didn&#8217;t check email; I didn&#8217;t browse Facebook; and I didn&#8217;t try to figure out the harmony parts to the <a href="https://youtu.be/KstDSCOkkOM">guitar solo in Hotel California</a> &#8211; much as I wanted to.</p>
<p>On the days I manage to achieve it, focus is always my most effective multiplier. Whenever I see someone who appears to have more time than there are hours in the day or who achieves more than any normal human being could reasonably be expected to, I&#8217;m fairly sure it&#8217;s because they&#8217;ve learned to apply the multiplier of focus each and every moment of their day.</p>
<p>One tool I find useful for keeping myself focused is the <a href="https://en.wikipedia.org/wiki/Pomodoro_Technique">Pomodoro Technique</a>. I like it because its rules are relatively easy to remember, there&#8217;s no scope for the sort of &#8220;creative interpretation&#8221; I&#8217;ll often apply when trying to avoid doing something, and it&#8217;s flexible enough to fit into my day regardless of my schedule. I rarely use it to organise a whole day (unless things get really full-on) but I&#8217;ll often use it to get me started on tasks I&#8217;ve been procrastinating over, such as writing a blog for example.</p>
<p>The essence of it is just seven steps that don&#8217;t allow much room for interpretation:</p>
<ol>
<li>Be clear about the exact task you want to focus on;</li>
<li>Set a timer for 25-minutes;</li>
<li>Start the timer, start the task, and focus your full attention on the task until the timer goes off;</li>
<li>If you should get interrupted or distracted before the timer goes off reset the timer to 25 minutes and start over;</li>
<li>Do this until you&#8217;ve worked on your chosen task for at least one full 25-minute block;</li>
<li>Once you&#8217;ve finished an uninterrupted 25-minute block take a break;</li>
<li>Repeat until the task is finished;</li>
</ol>
<p>Its psychological effect is beautiful &#8211; in one fell swoop the Pomodoro Technique fools my ego into action because it doesn&#8217;t want to admit I&#8217;m the type of person who&#8217;s unable to focus on something for only 25 minutes.</p>
<p>I&#8217;m not disciplined enough to be so focused all the time unfortunately, but I can certainly appreciate the potential a technique like this could bring for anyone who can muster that level of self-control. Until then however, when I find myself distracted by something that&#8217;s usually fun but irrelevant to my goals I reach for the Pomodoro Technique and try to remember <a href="https://youtu.be/D_kb8Y6qABg">the wise words of Gold Five&#8230;</a></p>
<p>&nbsp;</p>
</div>
<div class="separator"><a href="https://memecrunch.com/meme/FP3J/stay-on-target/image.jpg?w=751&amp;c=1"><img loading="lazy" decoding="async" class="aligncenter" src="https://memecrunch.com/meme/FP3J/stay-on-target/image.jpg?w=751&amp;c=1" width="320" height="236" border="0" /></a></div>
</div>
<div class="separator"></div>
<div class="separator" style="text-align: center;">&#8220;Stay on target&#8230; stay on target!&#8221;</div>
<div class="separator"></div>
<p>&nbsp;</p>
<div class="separator">&#8211; Colin</div>
<div class="separator"></div>
<p>&nbsp;</p>
<div class="separator">&#8212;</div>
<div></div>
<p>The post <a href="https://denki.co.uk/2016/06/14/the-wisdom-of-gold-five/">The Wisdom Of Gold Five</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
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			</entry>
		<entry>
		<author>
			<name>gary-penn</name>
					</author>

		<title type="html"><![CDATA[Indigitulgence]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2016/06/08/indigitulgence/" />

		<id>http://www.denki.co.uk/?p=10012</id>
		<updated>2016-06-08T09:26:42Z</updated>
		<published>2016-06-08T09:26:42Z</published>
		<category scheme="https://denki.co.uk/" term="Uncategorised" />
		<summary type="html"><![CDATA[<p>HEY, HAVE YOU EVER felt your fingerprints? Not just touched them &#8211; I mean really FELT them. No? You should. Let’s do it now, together. First, find a quiet spot where you can concentrate. Why, you might even prefer to fire up some chilled choonage to fluff the mood (I’m wearing headphones haunted by Nils [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2016/06/08/indigitulgence/">Indigitulgence</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2016/06/08/indigitulgence/"><![CDATA[<p>HEY, HAVE YOU EVER felt your fingerprints?</p>
<p><img decoding="async" src="https://qriosity.ru/wp-content/uploads/2013/10/scan.jpg" alt="" /></p>
<p>Not just touched them &#8211; I mean really FELT them.</p>
<p>No? You should. Let’s do it now, together.</p>
<p><img loading="lazy" decoding="async" src="https://s-media-cache-ak0.pinimg.com/736x/74/23/21/742321ca271e7758a8b34ccd252ae131.jpg" alt="" width="419" height="279" /></p>
<p>First, find a quiet spot where you can concentrate. Why, you might even prefer to fire up some chilled choonage to fluff the mood (I’m wearing headphones haunted by <a href="https://youtu.be/dIwwjy4slI8" target="_blank" rel="noopener">Nils Frahm</a>).</p>
<p>Gently touch the thumb and forefinger of each hand together as if to stop two fine fragile fairies from flittering off. (No, don’t squish them.)</p>
<p>Now rub the tips of your digits against each other, slowly, back and forth, delicately, deliberately, all the while separating them in infinitesimal increments until the resistance almost tickles and you can just feel the vibrations of the loops, whorls and arches created by the friction ridges barely snagging each other like old Velcro. Focus on the feeling and move the thumb to the other fingers, one by one, before moving the fingers on to your palms.</p>
<p>You feel that?</p>
<p>Good.</p>
<p>But why stop there? Let&#8217;s build on this moment. Take those more receptive fingertips and stroke something else that has a subtle texture: velvet, cotton, plastic, paper, wood, vinyl records, lenticular pictures&#8230;</p>
<p>Where’s this going? Not <a href="https://youtu.be/jRiZRMLGjCY" target="_blank" rel="noopener">where your mind is</a>, you saucy thing.</p>
<p>Despite using touch so much, it’s easily <a href="https://www.sciencedaily.com/releases/2013/09/130916110853.htm" target="_blank" rel="noopener">our most underappreciated sense</a> (well, unless one loses one’s sight). We seldom indulge our sense of touch in the same way as we feast our eyes, ears, noses and tongues.</p>
<p><img loading="lazy" decoding="async" src="https://2.bp.blogspot.com/_mAtE3mW603s/TIaK8wsqMEI/AAAAAAAAAEw/betRmb4fm9o/s1600/ditougly.jpg" width="517" height="682" /><br />
Self Portrait by <a href="https://ditology.blogspot.co.uk/" target="_blank" rel="noopener">Dito Von Tease</a></p>
<p>Every day we sully our sensitive little sausages &#8211; the tips of our applaudable appendages &#8211; by thoughtlessly pushing buttons and pads and sticks and keys, poking and pinching and stroking plastic and glass to manipulate impalpable objects that can’t even exist outside of the compelling illusion that is fabricated virtual space. And yet we still manage to really feel so little, even with the addition of feedback through vibration.</p>
<p>We have in our hands such a uniquely tangible intangible medium; a means of expression that can embrace, engage and unify our eyes, ears and fingers into a harmonious whole, but we choose to squander it.</p>
<p>Mark my words, there’s a new form of more sensuous entertainment &#8211; sustenance for undernourished fingers &#8211; just waiting around the corner. I can feel it. &#x1f4a1;</p>
<p>&#8211; Gary</p>
<p>The post <a href="https://denki.co.uk/2016/06/08/indigitulgence/">Indigitulgence</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></content>
		
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			</entry>
		<entry>
		<author>
			<name>aaron-puzey</name>
					</author>

		<title type="html"><![CDATA[Hot For Teacher]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2016/06/01/hot-for-teacher/" />

		<id>http://www.denki.co.uk/?p=9800</id>
		<updated>2016-05-31T23:00:53Z</updated>
		<published>2016-05-31T23:00:53Z</published>
		<category scheme="https://denki.co.uk/" term="Uncategorised" />
		<summary type="html"><![CDATA[<p>I tried to be a teacher once. I decided I&#8217;m not very good at it. But I sure had a load of fun using the programming tool Scratch. Some background: Growing up in the early 80s there were few people that could teach me programming. At school the job usually went to the maths teacher but [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2016/06/01/hot-for-teacher/">Hot For Teacher</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2016/06/01/hot-for-teacher/"><![CDATA[<p>I tried to be a teacher once. I decided I&#8217;m not very good at it. But I sure had a load of fun using the programming tool <a href="https://scratch.mit.edu">Scratch</a>.</p>
<p>Some background: Growing up in the early 80s there were few people that could teach me programming. At school the job usually went to the maths teacher but they were as much fun as hair loss. Despite this I was instantly hooked and taught myself (badly) but I always wished for better tutors. For years I&#8217;d promised myself &#8220;I&#8217;m going to make the world a better place and teach kids to make games&#8221;&#8230; &#8216;cos that&#8217;s my idea of a better world&#8230;<br />
Now, of course, you can&#8217;t browse to a random web page without tripping over another programming tutorial but at the time it seemed like an exciting quest.</p>
<p>Fast forward to 2015 and, with children of my own, I decided it was time to pass on my &#8216;legacy&#8217;. And so I came across <a href="https://scratch.mit.edu/">Scratch</a>.<br />
<a href="https://scratch.mit.edu"><br />
</a><a href="https://scratch.mit.edu"><img decoding="async" class="aligncenter" src="https://www.denki.co.uk/wp-content/uploads/2016/05/Scratch-1024x678.png" alt="Scratch" width="700" /></a>Targeted at children aged 8 to 16, Scratch has been evolving since 2003. It uses a web-based drag and drop interface, but rather than building with pre-made items, proper &#8216;instructions&#8217; are snapped together to form the program. Wait&#8230; where are you going&#8230;<br />
Loops, branching, variables and functions. It teaches all the fundamentals without dumbing down to the point where the concepts are lost.<br />
To quote from their About page &#8220;With Scratch, you can program your own interactive stories, games, and animations — and share your creations with others in the online community&#8221;. The community is enormous, now exceeding 11 million registered <a href="https://scratch.mit.edu/statistics/">users</a>.</p>
<p>To begin with I tried it on my 7 year old son and he soaked it up like a sponge. We&#8217;ve made a number of games together, with varying input from me. He&#8217;s really enjoyed the process and gets some great feedback from the community. Then I tried tutoring a 10 year old friend of the family with the hope that this was going to kick off my new career as Miracle Teacher. He was perfect student material, excited, full of ideas and a game nerd. We had ten 1 hour sessions and I tried to cover a few new topics in each.</p>
<p>Perhaps I do enough &#8216;life tutoring&#8217; with my own children. Perhaps, in my head, I imagined him hanging on my every word, then rising to greatness and surpassing his teacher. Perhaps I&#8217;m just a miserable old git but the process didn&#8217;t fill me with the joy I was hoping for. I think I just lack patience. &#8220;Come on! Hurry up and learn!&#8221;. If said child is reading this, you were great, it&#8217;s me that has the problem.</p>
<p><a href="https://scratch.mit.edu/projects/27272807/"><img decoding="async" class="aligncenter" src="https://www.denki.co.uk/wp-content/uploads/2016/05/screenshot_pc_wolfenstein_3d009-1024x632.jpg" alt="screenshot_pc_wolfenstein_3d009" width="600" /></a></p>
<p>In the end I put tutoring to one side and decided to make some stuff for myself. I&#8217;m hooked. If I were the internet I&#8217;d call it &#8216;addicting&#8217;. There&#8217;s something amazing about the challenge of creating something compelling using low tech. Trying to recreate my past favourite games, every sprite and every screen, on a system that really wasn&#8217;t designed for this purpose.</p>
<p><a href="https://scratch.mit.edu/projects/36711178/"><br />
</a><a href="https://scratch.mit.edu/projects/36711178/"><img decoding="async" class="aligncenter" src="https://www.denki.co.uk/wp-content/uploads/2016/05/maxresdefault-1024x576.jpg" alt="maxresdefault" width="600" /></a></p>
<p>I&#8217;m sure some colleagues would call me masochistic but I had similar enjoyment making games for Sky (yes the people wot give you tele). There&#8217;s so few moving parts in the system that after a while you get to know every function call and all the tricks to maximise performance.</p>
<p><a href="https://scratch.mit.edu/projects/73029398/"><img decoding="async" class="aligncenter" src="https://denki.co.uk/wp-content/uploads/2016/05/chasehq.jpg" alt="chasehq" width="600" /></a></p>
<p>And then every now and then you&#8217;ll learn something new and it opens up a world of opportunity. I never worked professionally on 8 or 16 bit machines but I&#8217;m sure it was the same feeling. Of course having hundreds of random 10 year old kids tell you how amazing you are is nice&#8230; but that&#8217;s DEFINITELY not the reason why I enjoy it&#8230;</p>
<p><a href="https://scratch.mit.edu/projects/50029544/"><img decoding="async" class="aligncenter" src="https://www.denki.co.uk/wp-content/uploads/2016/05/minecraft2-1024x770.png" alt="minecraft2" width="600" /></a></p>
<p>There&#8217;s a few other professional programmers in there, the famous &#8216;Griffpatch&#8217; for example who has over 8 million views on his 2d Minecraft. But mostly it&#8217;s an open playing field and it&#8217;s quite possible to make something no one has ever seen before. I wouldn&#8217;t recommend it for just general prototyping. The return on investment just isn&#8217;t worth it but as a low tech challenge with a large audience it&#8217;s ideal.</p>
<p><a href="https://scratch.mit.edu/projects/34367372/"><img decoding="async" class="aligncenter" src="https://www.denki.co.uk/wp-content/uploads/2016/05/Screen-Shot-2016-05-10-at-13.37.45-1024x527.png" alt="Screen Shot 2016-05-10 at 13.37.45" width="600" /></a></p>
<p>I&#8217;m still making things occasionally but have been too busy to do much recently.<br />
You can find me (and my son) here <a href="https://scratch.mit.edu/users/Finlay_Cool/">https://scratch.mit.edu/users/Finlay_Cool/</a><br />
Nothing is cooler than telling people how cool you are.</p>
<p>&nbsp;</p>
<p>Drop me a greeting, I might reply.</p>
<p>But I REFUSE to teach you anything. BAH!</p>
<p>&#8211; Aaron</p>
<p>The post <a href="https://denki.co.uk/2016/06/01/hot-for-teacher/">Hot For Teacher</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
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			</entry>
		<entry>
		<author>
			<name>chris-dawson</name>
					</author>

		<title type="html"><![CDATA[Demise of the Programmer]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2016/05/23/demise-of-the-programmer/" />

		<id>http://www.denki.co.uk/?p=9836</id>
		<updated>2016-05-22T23:00:33Z</updated>
		<published>2016-05-22T23:00:33Z</published>
		<category scheme="https://denki.co.uk/" term="Uncategorised" />
		<summary type="html"><![CDATA[<p>Secret sorcerers behind the scenes. &#160; If you want to make a game you need a programmer. Simple really. Though only after interviewing a few of the Dare to be Digital teams this year it would appear not. Last year featured quite a few of the ‘standard set-up’; a programmer, artist, designer and audio, but [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2016/05/23/demise-of-the-programmer/">Demise of the Programmer</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2016/05/23/demise-of-the-programmer/"><![CDATA[<p style="text-align: center;"><em><strong>Secret sorcerers behind the scenes.</strong></em></p>
<p>&nbsp;</p>
<p style="text-align: center;"><span style="font-weight: 400;">If you want to make a game you need a programmer. Simple really. Though only after interviewing a few of the Dare to be Digital teams this year it would appear not. Last year featured quite a few of the ‘standard set-up’; a programmer, artist, designer and audio, but significantly less than the year before. Where are all the programmers? What’s happened? </span></p>
<p style="text-align: center;"><span style="font-weight: 400;">Technology happened. With the Unity and Unreal game engines becoming so dominant, you just don’t need a programmer… That is, unless you’re sadly mislead. A few clicks and drags give a designer the confidence to make absolutely anything in the editors, only to realise the limitations brought forward as they progress. Much the same is happening within the Dare to Be Digital teams; the game looks amazing, the design appears fine but the basic gameplay and paltry 20 frames a second is emerging through the floorboards like a hidden body.</span></p>
<p>&nbsp;</p>
<p style="text-align: center;"><img decoding="async" class="alignnone" src="https://www.denki.co.uk/wp-content/uploads/2016/05/Programmer_Joke_3-300x180.png" alt="Programmer_Joke_3" /> <img decoding="async" class="alignnone" src="https://www.denki.co.uk/wp-content/uploads/2016/05/Programmer_Joke_0-300x180.png" alt="Programmer_Joke_0" /></p>
<p>&nbsp;</p>
<p style="text-align: center;"><span style="font-weight: 400;">Artists are crucial and always will be. They are the front cover that opens the door to an intriguing world of escapism and the ones who, alongside the designers, will receive the credits. Comments about your game looking incredible or displaying dazzling visuals will often be remarked upon by the players and rightfully so. It would take a rather bizarre non industry type to state the evident beauty of the hidden code or solid frame rate and impressive multi-threading. Why would they! Still, that’s no reason to ditch a coder.</span></p>
<p style="text-align: center;"><span style="font-weight: 400;">Mystical creatures? Perhaps programmers are still oddballs. The ones who live in caves of Coke and energy drinks, growing beards longer than their hair. Though, I think it’s fair to say that’s dying out. Within the last ten years it’s become more than acceptable to be a programmer in society, the taboo is fading and I&#8217;ve even heard females want to do it now. Who would have thought looking forward from the seventies and eighties that this was possible? The coders have levelled up and gained social skills, appearing normal and sometimes ‘cool’. So we certainly can’t blame weirdness for the shunning.</span></p>
<p style="text-align: center;"><span style="font-weight: 400;">Sigh. Of course we can blame coders for being omitted from the game &#8211; the editors allow it and we’ll struggle through without one &#8211; they are unapproachable and deal with dark arts. It&#8217;s true that the keyboard wizards lend themselves to being dark, after all they have always held the power, the mystery and nitty gritty of what actually happens behind the scenes. Perhaps it’s a revolt from the long sighing designers of our time. In reality though, approaching a programmer is just as scary as speaking to a designer. Seemingly.</span></p>
<p>&nbsp;</p>
<p style="text-align: center;"><img loading="lazy" decoding="async" class="alignnone" src="https://www.denki.co.uk/wp-content/uploads/2016/05/Doormat-300x224.jpg" alt="Doormat" width="387" height="289" /> <img loading="lazy" decoding="async" class="alignnone" src="https://www.denki.co.uk/wp-content/uploads/2016/05/Cave-300x223.jpg" alt="Cave" width="389" height="289" /><br />
<em>#SociallyAcceptable.</em></p>
<p>&nbsp;</p>
<p style="text-align: center;"><span style="font-weight: 400;">Programmers have created the tools to kill themselves off (to an extent), but only to actually create a poorer class of struggling games being released. The coders have performed the ultimate ‘troll’ on the teams, proving a worth for themselves. The &#8216;standard set-up&#8217; of a programmer, artist, audio and designer has been much of the correct process for years and even though the ease of making a game has changed, the set-up is still the predominant and correct one throughout industry.</span></p>
<p style="text-align: center;"><span style="font-weight: 400;">Sometimes it can be easy to forget the coder. If you play about for long enough in an editor or rearrange the keywords in a script you’ll eventually get something on the go. However, let’s not forget about the other side of a programmer, they don’t just exist to code all day. One of the most important features of a coder is actually found away from a keyboard. Really, it is. It’s all about the balance. Yin and yang.</span></p>
<p style="text-align: center;"><span style="font-weight: 400;">When a designer conjures up a universe with every part being a dynamic physical object multiplied against every visual effect possible in a scene &#8211; who stops it? Coders, that&#8217;s who. The programmers reign the designers and artists in. In truth they are the feasibility and realism of the project, like your parents when you want to go cycling without a helmet.</span></p>
<p style="text-align: center;"><span style="font-weight: 400;">They are the overly unappreciated workers of the games industry who get the bugs and the blame but are still incredibly crucial. So next time you wonder as to why the programmer is important, think on. That game crash is waiting to happen and you won’t have your helmet!</span></p>
<p>&nbsp;</p>
<p style="text-align: left;"><strong>&#8211; Chris</strong></p>
<p>The post <a href="https://denki.co.uk/2016/05/23/demise-of-the-programmer/">Demise of the Programmer</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
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			</entry>
		<entry>
		<author>
			<name>colin-anderson</name>
					</author>

		<title type="html"><![CDATA[The Best Creative Businesses Don&#8217;t Have Offices &#8211; They Have Workshops]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2016/05/16/the-best-creative-businesses-dont-have-offices-they-have-workshops/" />

		<id>http://www.denki.co.uk/?p=9881</id>
		<updated>2016-05-16T17:33:07Z</updated>
		<published>2016-05-16T17:33:07Z</published>
		<category scheme="https://denki.co.uk/" term="Uncategorised" />
		<summary type="html"><![CDATA[<p>&#8220;Sometimes visitors misunderstand the [Pixar Offices], thinking it&#8217;s fancy for fancy&#8217;s sake. What they miss is that the unifying idea for this building isn&#8217;t luxury but community. Steve [Jobs] wanted the building to support our work by enhancing our ability to collaborate.” Ed Catmull &#8211; &#8220;Creativity, Inc&#8220; Pixar&#8217;s Steve Jobs Building is a very tangible example [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2016/05/16/the-best-creative-businesses-dont-have-offices-they-have-workshops/">The Best Creative Businesses Don&#8217;t Have Offices &#8211; They Have Workshops</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2016/05/16/the-best-creative-businesses-dont-have-offices-they-have-workshops/"><![CDATA[<div>
<figure style="width: 640px" class="wp-caption aligncenter"><a href="https://farm3.staticflickr.com/2945/15201819398_1b0d006810_z.jpg"><img loading="lazy" decoding="async" class="" src="https://farm3.staticflickr.com/2945/15201819398_1b0d006810_z.jpg" width="640" height="427" /></a><figcaption class="wp-caption-text">Pixar&#8217;s &#8216;workshop&#8217; in Emeryville, California (photo from <a href="https://anthonyandnanci.blogspot.co.uk/2014/10/sf.html" target="_blank" rel="noopener">Anthony and Nanci&#8217;s Photos blog</a>)</figcaption></figure>
<p><b>&#8220;Sometimes visitors misunderstand the [Pixar Offices], thinking it&#8217;s fancy for fancy&#8217;s sake. What they miss is that the unifying idea for this building isn&#8217;t luxury but community. Steve [Jobs] wanted the building to support our work by enhancing our ability to collaborate.”</b> <em>Ed Catmull &#8211; &#8220;<a href="https://www.penguinrandomhouse.com/books/216369/creativity-inc-by-ed-catmull-with-amy-wallace/" rel="nofollow" data-blogger-escaped-target="_blank">Creativity, Inc</a>&#8220;</em></p>
</div>
<div>
<p>Pixar&#8217;s <a href="https://pixartimes.com/2012/11/06/pixar-names-building-after-steve-jobs/" rel="nofollow" data-blogger-escaped-target="_blank">Steve Jobs Building</a> is a very tangible example of form following function. I&#8217;ve often met people that either don&#8217;t think about the form/function balance at all, or else have decided that form always matters more. I can see the temptation &#8211; after all, perceptions are powerful and quickly formed. Most people don’t have time to dig beneath the surface anyway, so if one can satisfy themselves with appearing to be something rather than actually being it, then what’s the point in sweating the details?</p>
</div>
<div>
<p>Movies long since figured this out. There’s no need to build the interior of a house if the audience will never see inside it. So long as they can see the outside they’ll simply imagine that the interior exists. So it is with everything everyday. There used to be no reason to make a computer game <b>actually</b> fun to play, so long as it looked good. In a time before blogs it was relatively easy for publishers to persuade enough journalists to see past the flaws a game might have and simply focus on the shiny graphics. So long as the reviews were okay and the screenshots looked good in a magazine, marketing could do the rest. Films, books, and television too. It was this observation that led to my formulating Denki’s First Law in 2001 after the publication of <i>Denki Blocks!</i> for Game Boy Advance and Sky Interactive: “Great games don’t sell; well marketed games sell; and great games that are well marketed sell lots.”</p>
</div>
<div>
<p>Denki has never spent a great deal on how our offices look because we always knew they wouldn’t make our games better. I learned this while working at DMA Design. <a href="https://youtu.be/f14k2j9V33Q" rel="nofollow" data-blogger-escaped-target="_blank">DMA’s offices were okay</a>, but I worked in the Audio Department and those offices were… well… let’s be generous and call them ‘functional&#8217;. The Audio team made a lot of noise, and we were also susceptible to the noise others made, so when space became available we were shipped out to Unit 2 of Lindsay Court on Dundee’s Technology Park. It was made of single breeze-block with a corrugated metal roof &#8211; cold in winter, hot in summer, and like living inside a drum whenever it rained &#8211; or when our cleaner, Cathy, would throw scraps of bread on the roof for the birds, who would then spend the next hour fighting over it. Despite the rather perfunctory conditions we conceived and recorded the soundtrack for Grand Theft Auto I in this building. Some of the other guys fashioned together a make-shift studio control room out of sections of climbing frames left over from the motion capture system. They literally tied it together with string and then layered duvets over the top to provide a modicum of sound dampening. The resulting structure was affectionately known as ‘<a href="https://dl.dropboxusercontent.com/u/1216697/DMA%20Audio.jpg" rel="nofollow" data-blogger-escaped-target="_blank">the igloo</a>’.</p>
</div>
<div>
<p>From a ‘form’ perspective it was awful &#8211; a characterless building on a bleak industrial estate without so much as a shop to buy a sandwich at lunchtime. The only sink for filling kettles and washing cups was right next to the toilet cubicle; I shudder to think with hindsight. But it was functionally perfect. Our ‘igloo&#8217; contained 24-hour access to a state-of-the-art Pro Tools digital recording system, the likes of which was almost unknown outside of top studios in London at the time. Of course we’d have preferred to work in a building whose form matched the ambition of its function, but given the limited budget we’d rather put up with washing cups next to the toilet if it meant having access to a Pro Tools rig that let us make our games better.</p>
</div>
<div>
<p>I was impressed to see this mindset continue even after Grand Theft Auto had become commercially successful. In the process of upgrading the audio department to tackle Grand Theft Auto 2 and 3 there was an opportunity to buy new furniture with all the various hardware built in &#8211; making it look like the bridge of the Starship Enterprise or something. However, the guys were much more concerned with their workflow. They understood how great it could look the day it was installed, but they also knew the first time they needed to repatch a piece of equipment it would quickly descend into chaos. So instead, they opted for two standard 6’ office desks and some basic rack mounts that could be reconfigured endlessly as the needs of each project changed.</p>
</div>
<div>
<p>I was pleased about that, because it demonstrated that the team cared more about being able to do their best work than they did about looking good in magazine photos or when publishers came round to visit. It’s a lesson that’s stayed with me to this day too &#8211; I’m always suspicious when I go to visit a creative company that have great looking, tidy offices. In my experience the creative process is an inherently messy one, and it doesn’t sit well with the sort of showroom conditions most companies want to present to the outside world.</p>
</div>
<div>
<p>So next time you visit a company, try asking them <b>why</b> their office looks the way it does. The best creative teams are able to tell you exactly why everything is where it is, because the best creative teams don’t have offices, they have workshops.</p>
</div>
<div>
<p>&#8212; Colin</p>
</div>
<p>The post <a href="https://denki.co.uk/2016/05/16/the-best-creative-businesses-dont-have-offices-they-have-workshops/">The Best Creative Businesses Don&#8217;t Have Offices &#8211; They Have Workshops</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
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		<entry>
		<author>
			<name>gary-penn</name>
					</author>

		<title type="html"><![CDATA[Elephant Juice]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2016/05/11/elephant-juice/" />

		<id>http://www.denki.co.uk/?p=9965</id>
		<updated>2016-05-11T08:44:57Z</updated>
		<published>2016-05-11T08:44:57Z</published>
		<category scheme="https://denki.co.uk/" term="Uncategorised" />
		<summary type="html"><![CDATA[<p>I DOUBT it’s something that’s ever kept you awake at night, but if you were to ask me which animal reminds me of game development &#8211; no, wait: which animal does game development remind me of &#8211; I wouldn’t have to think twice. I’d say: the elephant. Not because of any parallels to its great [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2016/05/11/elephant-juice/">Elephant Juice</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2016/05/11/elephant-juice/"><![CDATA[<p><b></b><span style="font-weight: 400;">I DOUBT it’s something that’s ever kept you awake at night, but if you were to ask me which animal reminds me of game development &#8211; no, wait: which animal does game development remind me of &#8211; I wouldn’t have to think twice.</span></p>
<p><span style="font-weight: 400;">I’d say: the elephant.</span></p>
<p><span style="font-weight: 400;">Not because of any parallels to its great size, legendary memory, amazing senses or the fact that it’s such a tactile creature that displays many human-like emotions and can recognise itself in a mirror; not those echoes of crunch suggested by the fact that elephants only sleep for a few hours a day or are with child for so long; not because they can’t jump; and certainly not because Edison electrocuted one to make Tesla look bad.</span></p>
<p><span style="font-weight: 400;">I’m sure I had a point when I started writing this.</span></p>
<p><span style="font-weight: 400;">Oh, yes.</span></p>
<p><span style="font-weight: 400;">Making a game is very much like an elephant (said in my best </span><a href="https://en.wikipedia.org/wiki/Swiss_Toni"><span style="font-weight: 400;">Swiss Toni</span></a><span style="font-weight: 400;"> voice). Two reasons.</span></p>
<p><img loading="lazy" decoding="async" class="alignnone aligncenter" src="https://image.rakuten.co.jp/good-toy/cabinet/img7/b-017b.jpg" width="600" height="680" /></p>
<p><span style="font-weight: 400;">The first reason is an adage I came across many years ago that goes something like this:</span></p>
<blockquote><p><i><span style="font-weight: 400;">There was once an old Indian craftsman who carved elegant elephants from blocks of wood. When asked how he did it, he replied, &#8220;I just cut away the wood that doesn&#8217;t look like an elephant.&#8221;</span></i></p></blockquote>
<p><span style="font-weight: 400;">I like this because it reminds me a) of the value of a good point of reference (in this case an elephant) and b) not to get too precious about anything that gets in the way of making your game feel like your elephant.</span></p>
<p><img loading="lazy" decoding="async" class="aligncenter" src="https://upload.wikimedia.org/wikipedia/commons/f/f8/Blind_men_and_elephant3.jpg" width="793" height="340" /></p>
<p><span style="font-weight: 400;">The second reason is more recent revelation: the tale of the blind men and the elephant, my favourite version of which is the one written in rhyme by </span><a href="https://en.wikipedia.org/wiki/John_Godfrey_Saxe"><span style="font-weight: 400;">John Godfrey Saxe</span></a><span style="font-weight: 400;">:</span></p>
<blockquote><p><i><span style="font-weight: 400;">It was six men of Indostan<br />
</span></i><i><span style="font-weight: 400;">To learning much inclined,<br />
</span></i><i><span style="font-weight: 400;">Who went to see the Elephant<br />
</span></i><i><span style="font-weight: 400;">(Though all of them were blind),<br />
</span></i><i><span style="font-weight: 400;">That each by observation<br />
</span></i><i><span style="font-weight: 400;">Might satisfy his mind.</span></i></p>
<p><i><span style="font-weight: 400;">The First approach&#8217;d the Elephant,<br />
</span></i><i><span style="font-weight: 400;">And happening to fall<br />
</span></i><i><span style="font-weight: 400;">Against his broad and sturdy side,<br />
</span></i><i><span style="font-weight: 400;">At once began to bawl:<br />
</span></i><i><span style="font-weight: 400;">&#8220;God bless me! but the Elephant<br />
</span></i><i><span style="font-weight: 400;">Is very like a wall!&#8221;</span></i></p>
<p><i><span style="font-weight: 400;">The Second, feeling of the tusk,<br />
</span></i><i><span style="font-weight: 400;">Cried, &#8220;Ho! what have we here<br />
</span></i><i><span style="font-weight: 400;">So very round and smooth and sharp?<br />
</span></i><i><span style="font-weight: 400;">To me &#8217;tis mighty clear<br />
</span></i><i><span style="font-weight: 400;">This wonder of an Elephant<br />
</span></i><i><span style="font-weight: 400;">Is very like a spear!&#8221;</span></i></p>
<p><i><span style="font-weight: 400;">The Third approached the animal,<br />
</span></i><i><span style="font-weight: 400;">And happening to take<br />
</span></i><i><span style="font-weight: 400;">The squirming trunk within his hands,<br />
</span></i><i><span style="font-weight: 400;">Thus boldly up and spake:<br />
</span></i><i><span style="font-weight: 400;">&#8220;I see,&#8221; quoth he, &#8220;the Elephant<br />
</span></i><i><span style="font-weight: 400;">Is very like a snake!&#8221;</span></i></p>
<p><i><span style="font-weight: 400;">The Fourth reached out his eager hand,<br />
</span></i><i><span style="font-weight: 400;">And felt about the knee.<br />
</span></i><i><span style="font-weight: 400;">&#8220;What most this wondrous beast is like<br />
</span></i><i><span style="font-weight: 400;">Is mighty plain,&#8221; quoth he,<br />
</span></i><i><span style="font-weight: 400;">&#8220;&#8216;Tis clear enough the Elephant<br />
</span></i><i><span style="font-weight: 400;">Is very like a tree!&#8221;</span></i></p>
<p><i><span style="font-weight: 400;">The Fifth, who chanced to touch the ear,<br />
</span></i><i><span style="font-weight: 400;">Said: &#8220;E&#8217;en the blindest man<br />
</span></i><i><span style="font-weight: 400;">Can tell what this resembles most;<br />
</span></i><i><span style="font-weight: 400;">Deny the fact who can,<br />
</span></i><i><span style="font-weight: 400;">This marvel of an Elephant<br />
</span></i><i><span style="font-weight: 400;">Is very like a fan!&#8221;</span></i></p>
<p><i><span style="font-weight: 400;">The Sixth no sooner had begun<br />
</span></i><i><span style="font-weight: 400;">About the beast to grope,<br />
</span></i><i><span style="font-weight: 400;">Then, seizing on the swinging tail<br />
</span></i><i><span style="font-weight: 400;">That fell within his scope,<br />
</span></i><i><span style="font-weight: 400;">&#8220;I see,&#8221; quoth he, &#8220;the Elephant<br />
</span></i><i><span style="font-weight: 400;">Is very like a rope!&#8221;</span></i></p>
<p><i><span style="font-weight: 400;">And so these men of Indostan<br />
</span></i><i><span style="font-weight: 400;">Disputed loud and long,<br />
</span></i><i><span style="font-weight: 400;">Each in his own opinion<br />
</span></i><i><span style="font-weight: 400;">Exceeding stiff and strong,<br />
</span></i><i><span style="font-weight: 400;">Though each was partly in the right,<br />
</span></i><i><span style="font-weight: 400;">And all were in the wrong!</span></i></p>
<p><span style="font-weight: 400;">Moral:</span></p>
<p><i><span style="font-weight: 400;">So oft in theologic wars,<br />
</span></i><i><span style="font-weight: 400;">The disputants, I ween,<br />
</span></i><i><span style="font-weight: 400;">Rail on in utter ignorance<br />
</span></i><i><span style="font-weight: 400;">Of what each other mean,<br />
</span></i><i><span style="font-weight: 400;">And prate about an Elephant<br />
</span></i><i><span style="font-weight: 400;">Not one of them has seen!</span></i></p></blockquote>
<p><span style="font-weight: 400;">The point is, when making a game it’s surprisingly easy for so many smart people to completely mutually misunderstand what it is they are feeling &#8211; including the original creator.</span></p>
<p><span style="font-weight: 400;">To make a game is to make something felt and judged by the metaphorical blind all throughout its development, from conception to release and beyond. And the bigger the game you make, the more people you get poking, pawing, patting and petting your pachyderm from all perspectives.</span></p>
<p><span style="font-weight: 400;">Only when everyone has the same finished product in their hands do they really see and feel the same elephant. Up to that point, everyone involved &#8211; from investors to testers &#8211; experiences their own personal elephant.</span></p>
<p><span style="font-weight: 400;">Everyone involved in bringing an elephant to market has an agenda (call it a ‘focus’ because that sounds more positive). It might be how the elephant is designed or programmed or looks or sounds or feels or plays or is financed or makes money or functions robustly or&#8230;</span></p>
<p><span style="font-weight: 400;">You have an idea for an elephant. It’s trapped in your head, bursting to get out. You want to get it into everyone else’s heads so you need to express it. You start with words, spoken and written and printed; but no matter how invigorating your description, the formal arrangement of letters makes for too holey a net to capture your true vision.</span></p>
<p><span style="font-weight: 400;">Like scripts and screenplays, detailed design documents are easily interpreted by everyone who reads them &#8211; and everyone has their own ideas about what they feel and how best it should be felt. What the maker sees in their head is seldom what’s bought into &#8211; and the more novel the idea, the harder it is to make the figment reality, to give it substance.</span></p>
<p><span style="font-weight: 400;">So you draw pictures on the back of napkins, each of which says a thousand words; you more vividly visualise how the idea looks and sounds &#8211; and perhaps even bring that to life with animation, closing the gap&#8230; But even though people can see it, they still aren’t touching your vision, playing with it, experiencing it as you feel it. So you prototype the idea with suitable placeholders, which is more tangible and titillating, but it’s still not the full elephant.</span></p>
<p><span style="font-weight: 400;">It’s not until you try to bring your vision to life that you discover how nebulous it really was, how little you really saw with any real lucidity. You can’t see the joins, only the rose-tinted, Vaseline-lensed view through the keyhole you afford yourself. You see the moon (no doubt on a stick) in the sky so close and like a child you feel you could touch it; you kid yourself how easy it is to reach it. </span><span style="font-weight: 400;">&#x1f4a1;</span></p>
<p>&#8211; Gary</p>
<p>The post <a href="https://denki.co.uk/2016/05/11/elephant-juice/">Elephant Juice</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
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		<author>
			<name>stu@pulsenorth.co.uk</name>
							<uri>https://denki.co.uk</uri>
						</author>

		<title type="html"><![CDATA[The Means to The End]]></title>
		<link rel="alternate" type="text/html" href="https://denki.co.uk/2013/03/05/the-means-to-the-end/" />

		<id>http://www.denki.co.uk/?p=9092</id>
		<updated>2013-03-05T10:29:09Z</updated>
		<published>2013-03-05T10:29:09Z</published>
		<category scheme="https://denki.co.uk/" term="Archives" /><category scheme="https://denki.co.uk/" term="featured" />
		<summary type="html"><![CDATA[<p>Warning &#8211; this post may contain unreleased details about our new game. In our last post we explained the importance of the Denki Difference. Today, we&#8217;re going to show how we practice what we preach by looking at how we&#8217;ve applied the Denki Difference to &#8220;Rapid Defence Force&#8221; (&#60;- spoiler 1, title of our game). [&#8230;]</p>
<p>The post <a href="https://denki.co.uk/2013/03/05/the-means-to-the-end/">The Means to The End</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
]]></summary>

					<content type="html" xml:base="https://denki.co.uk/2013/03/05/the-means-to-the-end/"><![CDATA[<p>Warning &#8211; this post may contain unreleased details about our new game. In our last post we explained the importance of the Denki Difference. Today, we&#8217;re going to show how we practice what we preach by looking at how we&#8217;ve applied the Denki Difference to <strong>&#8220;Rapid Defence Force&#8221;</strong> (&lt;- spoiler 1, title of our game).</p>
<p style="text-align: center;"><a href="https://pulsenorth.co.uk/denki/wp-content/uploads/2013/02/RDFLogoSketch.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-9094 size-medium" title="RDFLogoSketch" src="https://pulsenorth.co.uk/denki/wp-content/uploads/2013/02/RDFLogoSketch.jpg" alt="" width="300" height="180" /></a></p>
<p>The idea of working on a strategy game, (spoiler 2), is something we wanted to do for quite some time. Towards the end of Christmas, after we wrapped up development on Denki Blocks, we felt it made perfect sense to focus our attention on a strategy based game. In terms of ideas we had plenty, but then we threw war into the mix and our minds boggled at the endless possibilities! So with plenty of enthusiasm and excitement, we decided to march down this path and that brings us nicely onto the first stage of The Way: Preparation.</p>
<p><strong><span style="text-decoration: underline;">(1) The Preparation Stage</span></strong></p>
<p>For Gaz, the preparation stage is about &#8220;cherry picking the moments that resonate&#8221;. It&#8217;s where we refine our ideas as a team and decide which one to take forward. It all comes down to discovering the key things that we are trying to do and addressing any fundamental qualities that we are trying to elevate. So in the case of Rapid Defence Force, we thought about the types of things would expect to see in a war game (soldiers, guns, grenades, bazookas, tanks) and the sounds we would expect to hear. Framing is also important. The game is being framed as a war game so the challenge is to find either the right words (i.e. &#8220;Armchair General&#8221;) or statements to encapsulate what you are trying to do or a problem you are trying to solve. For Colin, the problem happens to be a strong desire to conquer worlds in his coffee break (yes that&#8217;s what Colin is plotting and planning, you&#8217;ve been warned!) &#8211; &#8220;I love strategy games but I don&#8217;t have the days to dedicate to them. I would really like to get the feeling that I got from playing a good strategy game but I want it in 10 minutes&#8221;.</p>
<p>Think about who you&#8217;re making the game for and find the hallmarks of what it is you&#8217;re trying to make. You&#8217;re looking for things that generate a feeling e.g. radio chatter, debris from explosions and then weighing them up in terms of importance to determine how much needs to be fed into the game. It all comes down to feel and you try to suck in as much as you can by using examples either from film, story or words and creating mood boards. How you do these mood boards is entirely up to you. They can either be packaged up as a series of stills spliced up with music or as youtube videos or as documents (boring, nobody reads these!) or as interpretive dance. We&#8217;ve yet to find a technique that we like but if you have any suggestions or examples we would love to see them!</p>
<p>Now to convince Gaz about the merits of interpretive dance&#8230;</p>
<p>The post <a href="https://denki.co.uk/2013/03/05/the-means-to-the-end/">The Means to The End</a> appeared first on <a href="https://denki.co.uk">Denki Games</a>.</p>
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