<![CDATA[Kotaku: timewaster]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: timewaster]]> http://kotaku.com/tag/timewaster http://kotaku.com/tag/timewaster <![CDATA[ Sunday Timewaster: Guess All the Consoles Released ]]> Believe it or not, 68 consoles/portables have been released in the United States since the Magnavox Odyssey first came out in 1972.

This flash game asks you to name as many as you can in 12 minutes. I only got 31 and thought I was doing well. You don't have to guess in order, and correctly spelled answers (or in some cases, their abbreviations) will automatically appear in the list. I'm putting this to you guys not only as a throw-down-the-gauntlet challenge, but also if the quiz creator missed any, or improperly listed one or more, you'll pick it all apart. Because after getting fewer than 50 percent, I need to feel better about myself, and the only way to do that is to question this quiz's credibility. (Kidding.) So you have at least one hint, let's see what you can do with the rest.

Can You Name the Video Game Systems (Released in the U.S.)? [Sporcle]

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Kotaku-5100056 Sun, 30 Nov 2008 14:00:00 MST Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5100056&view=rss&microfeed=true
<![CDATA[ Weird Artistic Timewaster of the Day: Regret ]]> Jason Rohrer (creator Passage, Immortality, and others) is back with another game, this one with the theme of regret (bet you never would've guessed from the title). Rohrer and a journalist writing about the design process game up with the theme, after nixing such topics as "stop snitching," "torture policy," and "stop-and-frisk." The game itself deals with feeding animals ... sort of:

I wanted to make a game about how regret feels, but not necessarily about how to overcome regret. We both agreed that we should avoid the Deepak Chopra self-help angle.

My initial design ideas used 2-D platform mechanics as a foundation. Imagine making a mistake like missing a jump, but not dying from that mistake. Instead, imagine that mistake coming back to haunt you, forcing you to replay that jump again in the future. Imagine a level that becomes longer and longer as the regrettable past portions of the level are injected ahead of you - a future populated by past mistakes that you must replay.

Using familiar mechanics as a foundation can work, but I'm more interested in devising new mechanics that are the best possible fit for the topic at hand. I cast the net a bit wider and came up with the design that involves feeding animals. Oh, and killing them, too.

Worth a look this weekend if you've got the time — I didn't have much time to play around with it, maybe after I'm safely ensconced in LA for our E3 get together. Here's hoping traffic doesn't suck.

Game Design Sketchbook: Regret [The Escapist]

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Kotaku-5024685 Sun, 13 Jul 2008 11:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5024685&view=rss&microfeed=true
<![CDATA[ Saturday Timewaster: Bowja the Ninja 2 ]]> It's a Saturday, I'm jetlagged, and the internet seems to be blazing with news of nothing but Diablo III; perfect time for a light and cute flash timewaster. This one is called Bowja the Ninja 2, a point and click puzzler that's nicely illustrated and oh-so-cute. Not terribly challenging, but a good thing to spend a bit with on a lazy Saturday.

Bowja the Ninja 2: In Bigman's Compound [Pencilkids via Rock, Paper, Shotgun]

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Kotaku-5020514 Sat, 28 Jun 2008 12:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5020514&view=rss&microfeed=true
<![CDATA[ Jay is Games Casual Game Competition #5 Is Up ]]> robertplank.jpg Jay is Games' Casual Gameplay Design Competition #5 is now up with twenty one entries. I always like spending some time with the contest entries when they're finally up; even though there's always an overarching theme (this go around, it's 'upgrade'), the games are usually a pretty diverse and interesting bunch.

Unlike previous competitions, all the games are available for perusal right now, and they're not doing individual blog entries to introduce the titles. Still, there's a nice spread and variety, so if you've got some time to waste, wander over and check them out.

Casual Gameplay Design Competition #5 [Jay is Games]

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Kotaku-371006 Sat, 22 Mar 2008 15:00:23 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=371006&view=rss&microfeed=true
<![CDATA[ Juvenile Timewaster of the Day: Questionaut ]]> I don't remember learning modules being this good when I was a munchkin: Samorost creators Amanita have put together a lovely game for the BBC, designed for 11 year olds. Questionaut is point and click, very pretty, and is tripping up adults left and right (that's what happens when you get far removed from your junior high school years and the concepts contained within, I guess). It's short and worth taking for a spin for the lovely environment alone, even if finding 20% of 140 is a bit below your intellectual level.

Questionaut [BBC via Rock, Paper, Shotgun]

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Kotaku-368406 Sun, 16 Mar 2008 13:00:07 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=368406&view=rss&microfeed=true
<![CDATA[ Timewasters of the Day: Best Freeware Arcade Games of '07 ]]> gardengnomecarnage.png Indiegames has put together a convenient wrap up of their top 20 free arcade games of 2007. There's something for everyone, and games running the gamut from simple to complex, with graphics to match. Garden Gnome Carnage not sounding like your cup of tea? Maybe Cottage of Doom or Winter's Heart will be up your alley. Most entries give a quick overview, screen shots, and a video of gameplay.

Best Freeware Arcade Games 2007 [Indiegames]

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Kotaku-344278 Sun, 13 Jan 2008 13:30:28 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=344278&view=rss&microfeed=true
<![CDATA[ Weird Artistic Timewaster of the Day: Passage ]]> We mentioned Kokoromi's Gamma 256 event a while back, run during the Montreal International Games Festival. Ian Bogost (over at Water Cooler Games) gave a nod to one of the game entries for the contest (which encouraged the smallest/most irregular aspect ratio, with the caveat that resolution could not exceed 256X256) called Passage, a sweet memento mori game that's one of those loose, free, and arty little diversions. There are Mac, WIndows, and Linux versions over the the Passage site, and even a note from Jason Rohrer to read after you play the game. It's a weird little game, but sweet, and worth spending a couple of minutes with. But weird. Just remember you can move in all directions.

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Kotaku-328926 Sun, 02 Dec 2007 15:00:25 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=328926&view=rss&microfeed=true
<![CDATA[ Timewaster of the Day: Osmosis ]]> osmosisbaaaaa%21.jpg Jay is Games has completed another casual game design contest, this one requiring entries to somehow incorporate ball physics into game play. My personal favorite out of the (numerous) entries? A charming and clever little game by Phillip Reagan called Osmosis. The goal is to get your puffy sheep to the goal by using gestural input. It's adorable, polished, lots of fun, and exactly what I needed after a weekend of writing fellowship applications and being up to my eyeballs in reading. If herding sheep isn't your thing, there are lots of entries - including one that features zombie nuns.

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Kotaku-307939 Sun, 07 Oct 2007 11:30:57 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=307939&view=rss&microfeed=true
<![CDATA[ Timewaster of the Day: Gimme Friction Baby ]]> gimmefrictionbaby.gif Deceptively difficult (or deceptively easy, depending on your perspective), Gimme Friction Baby by Wouter Visser also has a deceptively lascivious title - it's really just a fun, addicting little game of angles. If an orb bounces back over the dotted line and shatters into pieces, you lose. The game won the jayisgames.com Casual Game Design Competition #3, and there are several other worthy timewasters to take a gander at if Friction doesn't strike your fancy.

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Kotaku-286051 Sat, 04 Aug 2007 13:30:52 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=286051&view=rss&microfeed=true
<![CDATA[ Timewaster of the Day: Weewar ]]> weewars.jpg

What's in a name? It's definitely wee (who knew it was possible for tanks to be cute?), it's a war (round-based strategy at that), thus Weewar definitely isn't a misnomer. You have to request an invite, but for those of you into this sort of thing on a wee scale, perhaps not a bad idea.

Player-generated maps, online competition, cute tanks, and more hexagons than are found in a honeycomb - not a bad way to spend a Sunday afternoon.

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Kotaku-271729 Sun, 24 Jun 2007 12:30:54 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=271729&view=rss&microfeed=true
<![CDATA[ Game, Game, Game and Again Game: Timewaster of the Weekend ]]> gamegamegame.jpg

The designer describes it as "a digital poem/game/net artwork hybrid of sorts" and "a strange bit of craziness in the shape of a retro-platformer." I'd call it "Likely to exacerbate a headache and fun, if very odd - and that rolling ball of ... something is oddly endearing." Not exactly the world's most difficult game, I was still interested enough in the weird hand-drawn art and pseudo-religious texts popping up to keep playing for a while. To say that it is diverging a bit from most online flash games is something of an understatement.

game, game, game and again game

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Kotaku-267469 Sat, 09 Jun 2007 10:30:02 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=267469&view=rss&microfeed=true