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URL: http://www.newsisfree.com/click/-0,8613664,159/
Date: 2002-10-06T18:12:56+01:00
In the second of our series from the GDC Europe, we talk with Microsoft's Bill
Fulton about usability testing for games, SCEE's Zeno Colaco about pitching
publishers, and Harvey Smith of Ion Storm about emergent game design.

No, hits=-930.9 required=5.0
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URL: http://boingboing.net/#85531549
Date: Not supplied
Pro football players are addicted to football games, as a means of
wish-fulfillment -- by "managing" the team, they can be free of the rule of
their coaches and bosses. Maybe this explains the amazing success of The Sims,
which, on the face of it, should be dull as hell: While away your free time
away from the office by simulating an existence as a shlub with a day-job and a
drive to acquire consumer goods on credit. You'd think it'd be the last thing
you want to do. But it's not. When you're a Sim, you can tweak your existence a
smidge, discover what life would be like if you took Path A instead of Path B,
try the alternate universe on for size. The idea of football players playing
themselves in licensed video games is neat and recursive, like the episode of
the Simpsons when Mr. Burns runs into Krusty buying Krusty-O's at the
supermarket and asks where he can find the "Burns-O's."
"It's always a trip," Carr says. "The first time I saw myself in a video
game was in college (at Fresno State) when I walked into a Best Buy store
and some kid was playing with me. That kind of trips you out a little bit."
For every 12-year-old kid who spends countless hours in front of a
television playing video games, there's a group of 300-pound offensive
linemen challenging each other at everything from Madden NFL 2003 to the
action-packed "Halo: Combat Evolved."
Link[1] Discuss[2] (_Thanks, Lawrence[3]!_)
[1] http://www.chron.com/cs/CDA/story.hts/sports/1604474
[2] http://www.quicktopic.com/boing/H/XWcdy9AcBAh
[3] http://www.io.com/~lawrence