{"id":2176,"date":"2017-10-12T13:57:55","date_gmt":"2017-10-12T13:57:55","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2017\/?page_id=2176"},"modified":"2017-10-13T18:57:59","modified_gmt":"2017-10-13T18:57:59","slug":"control-movement","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2017\/presentations\/control-movement\/","title":{"rendered":"Control &#038; movement"},"content":{"rendered":"<p>Let&#8217;s go back in time. What&#8217;s the first videogame ever?<\/p>\n<p>Right Answer #1<br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/1EWQYAfuMYw?start=652&#038;feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>1962 Steve Russell &amp; al. Bastard child of the military industrial complex. Based on a virtual planetarium. Rand on PDP-1 an early digital computer. Open source-ish collaborative creation (modding). Progenitor of Asteroids and all shooters.<br \/>\nScreen was a WWII radar &#8211; its roundness possibly affected the design of the game.<br \/>\nThe interface was a bunch of awkwardly positioned switches. So they had to invent the joystick. Its mapping still dictates much of the movements in game spaces.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2177\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/Screen-Shot-2017-10-12-at-9.43.27-AM.png\" alt=\"Screen Shot 2017-10-12 at 9.43.27 AM\" width=\"1224\" height=\"658\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/Screen-Shot-2017-10-12-at-9.43.27-AM.png 1224w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/Screen-Shot-2017-10-12-at-9.43.27-AM-300x161.png 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/Screen-Shot-2017-10-12-at-9.43.27-AM-768x413.png 768w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/Screen-Shot-2017-10-12-at-9.43.27-AM-1024x550.png 1024w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/Screen-Shot-2017-10-12-at-9.43.27-AM-1200x645.png 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p>Right Answer #2<br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/0lan34aLpdo?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>1958 William Higinbotham, Robert Dvorak. Analog computer, oscilloscope screen. Pacifist\/scientific sibling of Spacewar. Progenitor of pong and all sports games.<br \/>\nControl system based on knobs which spawn a the commercial pong style controllers years later, now out of fashion (but somewhat closer to the analog stick than switches).<\/p>\n<figure id=\"attachment_2178\" aria-describedby=\"caption-attachment-2178\" style=\"width: 2588px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-2178\" src=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/pong-clones.jpg\" alt=\"In 1977 a million of pong clones flooded the market crashing the young industry\" width=\"2588\" height=\"1572\" srcset=\"http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/pong-clones.jpg 2588w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/pong-clones-300x182.jpg 300w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/pong-clones-768x466.jpg 768w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/pong-clones-1024x622.jpg 1024w, http:\/\/mycours.es\/gamedesign2017\/files\/2017\/10\/pong-clones-1200x729.jpg 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><figcaption id=\"caption-attachment-2178\" class=\"wp-caption-text\">In 1977 a million of pong clones flooded the market crashing the nascent industry<\/figcaption><\/figure>\n<p>Control interfaces mostly stabilized until the advent of mouse and GUI in the early 90s (fostering\u00a0less action oriented genres like RTS, puzzles, point and click adventures, and externalizing the look and aim to the mouse).<\/p>\n<p>Game genres developed incrementally mainly by reimagining the relationship between the standard cartesian control system and player\/avatar.<\/p>\n<p><strong>Asteroids (1979) &#8211; <\/strong>building upon\u00a0Spacewar!<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/Dqw6xRbCgV0?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Inspired by the first video game Spacewar! \u2013 paddle + button. Vector screen, try the real deal at <a href=\"https:\/\/sites.google.com\/site\/gamesnatsite\/\" target=\"_blank\">Games\u2019n at<\/a><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/4AevANK6seQ?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>2 player Co-op, navigation subsystem<\/p>\n<p><strong>Lunar lander (1969-73-79) <\/strong>as sideway\/sciencey spacewar?<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/McAhSoAEbhM?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Almost educational, a simulator.<\/p>\n<figure id=\"attachment_1168\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1168\" title=\"lunar lander\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/lunar-lander.png\" sizes=\"auto, (max-width: 541px) 100vw, 541px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/lunar-lander.png 541w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/lunar-lander-300x206.png 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/lunar-lander-540x372.png 540w\" alt=\"\" width=\"541\" height=\"372\" \/><figcaption id=\"figcaption_attachment_1168\" class=\"wp-caption-text\">The original lunar lander from 1969 looked like this. Good luck.<\/figcaption><\/figure>\n<div class=\"fluid-width-video-wrapper\">A contemporary variation:<\/div>\n<div class=\"fluid-width-video-wrapper\"><iframe loading=\"lazy\" id=\"fitvid75110\" title=\"Rakete Gameplay\" src=\"https:\/\/player.vimeo.com\/video\/52408940\" width=\"300\" height=\"150\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/div>\n<p>Site specific, custom controllers, multiplayer co-op<br \/>\n<a href=\"http:\/\/www.mariov.ch\/portfolio\/project\/rakete\">Free Download<\/a><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1260\" title=\"rakete-site\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/rakete-site.jpg\" sizes=\"auto, (max-width: 689px) 100vw, 689px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/rakete-site.jpg 689w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/rakete-site-300x200.jpg 300w\" alt=\"\" width=\"689\" height=\"461\" \/><\/p>\n<p><strong>Breakout (1976)<\/strong>\u00a0as single player pong<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/JRAPnuwnpRs?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Programmed by Steve Wozniak and Jobs for Atari (building upon pong).<\/p>\n<p><strong>Gun fight\/outlaw (1975) <\/strong>as pong retheming but also as early shooter<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/xYa0G6KGayk?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>First human vs human violence. Same creator as Space Invaders.<\/p>\n<div class=\"fluid-width-video-wrapper\"><strong>Indy 500 (1977) &#8211;\u00a0<\/strong>as application of the spacewars\/asteroids relative control system<\/div>\n<div class=\"fluid-width-video-wrapper\"><\/div>\n<div class=\"fluid-width-video-wrapper\">https:\/\/www.youtube.com\/watch?v=4de2vj9yR1E<\/div>\n<div class=\"fluid-width-video-wrapper\"><\/div>\n<div class=\"fluid-width-video-wrapper\">Adaptation of Indy 800, obscure 8 player arcade by Atari.<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1179\" title=\"indy_800_650x300_a01_120320\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/indy_800_650x300_a01_120320.jpg\" sizes=\"auto, (max-width: 650px) 100vw, 650px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/indy_800_650x300_a01_120320.jpg 650w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/indy_800_650x300_a01_120320-300x138.jpg 300w\" alt=\"\" width=\"650\" height=\"300\" \/><\/div>\n<p>Early top down racing game. Similar to Deathrace, the first \u201ccontroversial\u201d game created the year before.<\/p>\n<figure id=\"attachment_1180\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1180\" title=\"deathrace1976\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/deathrace1976.jpg\" sizes=\"auto, (max-width: 1600px) 100vw, 1600px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/deathrace1976.jpg 1600w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/deathrace1976-300x144.jpg 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/deathrace1976-1024x491.jpg 1024w\" alt=\"\" width=\"1600\" height=\"768\" \/><figcaption id=\"figcaption_attachment_1180\" class=\"wp-caption-text\">Moral Panic!<\/figcaption><\/figure>\n<p><strong>Space invaders (1978) &#8211;<\/strong> a combination of breakout and spacewar?<\/p>\n<figure id=\"attachment_1181\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1181\" title=\"Screen Shot 2014-10-16 at 6.06.53 PM\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Screen-Shot-2014-10-16-at-6.06.53-PM.png\" sizes=\"auto, (max-width: 1264px) 100vw, 1264px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Screen-Shot-2014-10-16-at-6.06.53-PM.png 1264w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Screen-Shot-2014-10-16-at-6.06.53-PM-300x135.png 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Screen-Shot-2014-10-16-at-6.06.53-PM-1024x464.png 1024w\" alt=\"\" width=\"1264\" height=\"573\" \/><figcaption id=\"figcaption_attachment_1181\" class=\"wp-caption-text\">Image results for: space invaders etsy<\/figcaption><\/figure>\n<p>Massive hit both arcade and on Atari (killer app). Iconic.<\/p>\n<p><strong>Adventure (1980)<\/strong><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/I6-zN_eaRd8?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>First action-adventure and fantasy game &#8211; conceived as a graphical version of Colossal Cave Adventure (the first narrative\/text game) and progenitor of Zelda and open world games. Introduced\/popularized inventory and expanded the 4 direction spatial movement beyond the screen\u00a0i.e. the concept of exploration.<\/p>\n<p><strong>Robotron: 2084 (1982)\u00a0<\/strong><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/srXDkS-GfSU?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Perfecting Berzerk (top down dungeon crawler). Dual controls, still influential (geometry wars, binding of isaac). Precursor of WASD + mouse and twin stick shooters.<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/4fRzQuj4GC4?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<div class=\"fluid-width-video-wrapper\"><\/div>\n<p>Chain reactions, sound effect blended with music, levels with different feels and strategies, enemies following a complex organic behavior<\/p>\n<h1>ET (1982)<\/h1>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1189\" title=\"ET-game\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/ET-game.png\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/ET-game.png 640w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/ET-game-300x178.png 300w\" alt=\"\" width=\"640\" height=\"380\" \/><\/p>\n<p>\u201cWorst video game EVAR\u201d. Along with the terrible Pacman port was blamed for the video game industry crash of 1983, saturation\/overproduction crisis. Terrible tie-in result of the loss of control of designer and growing influence of publishers.<\/p>\n<figure id=\"attachment_1190\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1190\" title=\"Screen Shot 2014-10-16 at 6.14.29 PM\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Screen-Shot-2014-10-16-at-6.14.29-PM.png\" sizes=\"auto, (max-width: 1040px) 100vw, 1040px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Screen-Shot-2014-10-16-at-6.14.29-PM.png 1040w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Screen-Shot-2014-10-16-at-6.14.29-PM-300x196.png 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Screen-Shot-2014-10-16-at-6.14.29-PM-1024x671.png 1024w\" alt=\"\" width=\"1040\" height=\"682\" \/><figcaption id=\"figcaption_attachment_1190\" class=\"wp-caption-text\">The legendary Alamogordo, NM landfill<\/figcaption><\/figure>\n<p>BUT Some interesting features: opening screen, disempowered protagonist, open world-ish.<\/p>\n<p><strong>Super Mario Bros. (1985) &#8211; <\/strong>builds upon previous single screen platformers Donkey Kong and Mario Bros<\/p>\n<p><a href=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Super-Mario-Brothers.gif\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1197\" title=\"Super-Mario-Brothers\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Super-Mario-Brothers.gif\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Super-Mario-Brothers.gif 500w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Super-Mario-Brothers-300x229.gif 300w\" alt=\"\" width=\"500\" height=\"382\" \/><\/a><br \/>\nTeaching without tutorials.<\/p>\n<p>NES saving the industry marketing it as toy. That\u2019s why we associate games with kids. Boy toy.<\/p>\n<figure id=\"attachment_1193\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1193\" title=\"pack-in-NES-with-Zapper-and-Rob6\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/pack-in-NES-with-Zapper-and-Rob61.jpg\" sizes=\"auto, (max-width: 3472px) 100vw, 3472px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/pack-in-NES-with-Zapper-and-Rob61.jpg 3472w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/pack-in-NES-with-Zapper-and-Rob61-300x187.jpg 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/pack-in-NES-with-Zapper-and-Rob61-1024x640.jpg 1024w\" alt=\"\" width=\"3472\" height=\"2170\" \/><figcaption id=\"figcaption_attachment_1193\" class=\"wp-caption-text\">NOT A VIDEOGAME!<\/figcaption><\/figure>\n<p><strong>Canabalt (2009) &#8211; <\/strong>platformer via reduction<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1194\" title=\"canabalt\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/canabalt.jpg\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/canabalt.jpg 800w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/canabalt-300x180.jpg 300w\" alt=\"\" width=\"800\" height=\"480\" \/><br \/>\nindie hit. Retro graphics. Flixel. One button game genre, procedural generation, environmental storytelling.<\/p>\n<figure id=\"attachment_1255\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.fotonica-game.com\/\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1255\" title=\"fotonica-sub-dot\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/fotonica-sub-dot.png\" sizes=\"auto, (max-width: 1920px) 100vw, 1920px\" srcset=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/fotonica-sub-dot.png 1920w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/fotonica-sub-dot-300x168.png 300w, http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/fotonica-sub-dot-1024x576.png 1024w\" alt=\"\" width=\"1920\" height=\"1080\" \/><\/a><figcaption id=\"figcaption_attachment_1255\" class=\"wp-caption-text\">Fotonica<\/figcaption><\/figure>\n<p>First person changes everything, press and hold, bonus, added vertigo\/ilinx<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/JqQYDLcvkBc?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Sonic &#8211; <a href=\"https:\/\/www.theguardian.com\/technology\/2017\/jul\/27\/why-sonic-the-hedgehog-incorrect-game-design\">too fast<\/a>?, but good &#8220;feel&#8221; and personality<\/p>\n<h1>Innovative control systems today<\/h1>\n<p><span style=\"font-weight: 400;\">Some of these examples add new twists to established conventions, most of them determine the features of the worlds as levels are often designed around the player\u2019s movement capabilities.<\/span><\/p>\n<p>Katamary Damacy &#8211; twin analog manouvring<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/PVVW41iAu5A?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Noby Noby Boy &#8211; more twin stick analog weirdness<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/lp9NE2rCYXw?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Osmos &#8211; movement as resource<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/videoseries?list=PL08deIlhEEmjsQZyU7cEzcyZZxJKvkU8e\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">QWOP &#8211; walking simulator<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/Osk2ShVIkRA?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">Envirobear &#8211; awkward micromanaging driving game<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/2Fj9b-yHwmU?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Luftrauser &#8211; reinventing shmups<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/npubO98v8JM?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">Flywrench &#8211; multi-modal masocore<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/9oqMqw_Eo5w?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">VVVVVV &#8211; reinventing jump<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/wvrGQQY7VNI?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">Mushroom 11 &#8211; biological physics<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/uTgtV7h14nU?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">Super Hot &#8211; FPS as resource management<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/n5lu4Gyb1KM?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">Hohokum &#8211; semi-useless but aesthetically crucial trail<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/0-bQsZoiOe0?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">Flower &#8211; flight sim without plane<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/ubmUJcwor3k?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">Grow Home &#8211; floaty drunk robot<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/GWexX-Var_I?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\">Crayon Physics &#8211; indirect control<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/WSj5J5RGie8?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">World of Goo &#8211; physics toys<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/-AHD3E-MuJM?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">Braid &#8211; rethinking time<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/NdUyHi1i2h0?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">Thumper &#8211; reinventing rhythm games<\/span><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/videoseries?list=PLFO9JFSgPkNG-s5GjD4XYFEesySD_qxBv\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/videoseries?list=PLFO9JFSgPkNG-s5GjD4XYFEesySD_qxBv\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Let&#8217;s go back in time. What&#8217;s the first videogame ever? Right Answer #1 1962 Steve Russell &amp; al. Bastard child of the military industrial complex. Based on a virtual planetarium. Rand on PDP-1 an early digital computer. Open source-ish collaborative creation (modding). Progenitor of Asteroids and all shooters. Screen was a WWII radar &#8211; its &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2017\/presentations\/control-movement\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Control &#038; movement&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":308,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-2176","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/2176","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/comments?post=2176"}],"version-history":[{"count":4,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/2176\/revisions"}],"predecessor-version":[{"id":2186,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/2176\/revisions\/2186"}],"up":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/pages\/308"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2017\/wp-json\/wp\/v2\/media?parent=2176"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}