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August 25, 2019
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Pippin Barr's Blog

 

Pippin Barr is a video game maker, educator, and critic who lives and works in Montréal. He is a prolific maker of videogames, producing games addressing everything from airplane safety instructions to contemporary art and has collaborated with diverse figures such as performance artist Marina Abramovic and Twitter personality @seinfeld2000. Pippin is a well-known figure in the independent games world, serving as a judge or juror for many festivals, and his games have been covered in publications from the New York Times to Slate to Kotaku. He is an assistant professor in the Department of Design and Computation Arts at Concordia University and the director of the Technoculture, Art, and Games (TAG) Lab. He holds a Ph.D. in Computer Science from Victoria University of Wellington, New Zealand on the subject of "videogame values." Pippin also writes a blog of game and game design criticism at www.pippinbarr.com and his book, How to Play a Video Game, introduces the uninitiated and culturally curious to the world of video games.

 

Member Blogs

Posted by Pippin Barr on Thu, 15 Aug 2019 10:12:00 EDT in Design, Indie
Reflections on translating the continuing series of Ancient Greek Punishment games into the Bitsy game engine, with a particular focus on the challenges of using a highly accessible and limited tool to express the core ideas present in the myths.


Posted by Pippin Barr on Tue, 13 Aug 2019 10:34:00 EDT in Design, Programming, Indie
Reflections on translating five myths of punishment into Twine stories, with a focus on the physicality of interaction in hypertexts.


Posted by Pippin Barr on Tue, 04 Jun 2019 10:28:00 EDT in Design, Programming, Indie
A detailed reflection on the design and development of Rogess by Pippin Barr and Jonathan Lessard using references to its source code, development history, and the developers's email correspondence.


Posted by Pippin Barr on Fri, 24 May 2019 10:27:00 EDT in Design, Programming, Indie
Pippin Barr examines the design and development process of his game Let's Play: Ancient Greek Punishment: Chess Edition, making use of his extensive documentation for the project.


Posted by Pippin Barr on Fri, 17 May 2019 10:17:00 EDT in Design, Serious, Indie
A short essay looking at the design of the game Let's Play: Ancient Greek Punishment: Teaches Typing.


Posted by Pippin Barr on Mon, 25 Feb 2019 10:07:00 EST in Design, Programming, Art, Indie
Reflections of the design and development process of the game Let's Play: Ancient Greek Punishment: UI Edition, focusing on the concept of "usability", and complete with references to the game's code repository and design journal.



Pippin Barr's Comments

Comment In: [News - 02/22/2013 - 05:00]

Hey thanks for the recommend ...

Hey thanks for the recommend Sounds like you had the kind of experience I was shooting for... excellent.

Comment In: [News - 12/08/2011 - 03:43]

Ideas are cheap, it's true, ...

Ideas are cheap, it's true, but that's not the same thing as all individual ideas are bad . Clearly, like any other situation, there's room for multiple models of game design and creation, from the lone lunatic in their bedroom to giant collaborative teams. Both approaches yield a ton of ...

Comment In: [News - 10/14/2011 - 04:29]

Hi Enrique - thanks for ...

Hi Enrique - thanks for the thoughts. Of course, as I say in the interview and in general, your mileage may vary with any particular game. Claims like This is not how games should approach to these matters don't make a lot of sense to me, though - I'm not ...

Comment In: [News - 07/07/2009 - 05:33]

This is a great set ...

This is a great set of comments, everyone. The meaningfulness of death in video games even the player's/avatar's own is a classic example of a lack of real-world values managing to transfer into that domain. This brought a couple of games to mind for me. One was Hitman, in which ...

Comment In: [Feature - 01/27/2009 - 04:50]

Really enjoyed this post, thanks ...

Really enjoyed this post, thanks for writing it. It is, of course, a pretty ancient debate, but I think you managed rather well to make it exciting again rather than, say, demoralising : Quick point about The Sims, of which you state The player doesn't get any convenient digits or ...

Comment In: [News - 11/17/2008 - 11:27]

I'm a little surprised at ...

I'm a little surprised at the level of discussion here. I'd think it was potentially more constructive to talk about the nature of the persuasion taking place in the game, for example. While I certainly don't support any number of PETA's tactics or philosophies, I hardly see what's so offensive ...