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Charles Pratt
Works at NYU Game Center
Attended NYU University
Lived in New York, NY
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Charles Pratt

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"The mobile strategy game Clash of Clans is a game of bad AI."
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Charles Pratt

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Hey all, finally posted our interview with Mike Treanor on Another Castle. We talk about a lot of subjects that are dear to my heart, such as practice and meaning. Thanks to Mike and everyone for the patience!
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Charles Pratt

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Hi all!

So a little while back my friend Noah and I resuscitated our podcast of long form interviews with folks in the NY game scene and beyond.

We just posted a new episode with Sande Chen, a writer and game designer that's worked on a couple of big projects, such as The Witcher, and has played a big part in solidifying the NY community.

If you like it you should also check out our other interviews with folks like Simon Ferrari, Richard Lemarchand, +Mark Essen, Steve Gaynor, and Adam Saltsman!

As always, feedback is appreciated!
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Hey interviews are back! Awesome.
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Charles Pratt

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So, it's stuff like this that makes me take something of a skeptical stance to Bogost's recent work.

We don't do things with games. Games are what we do with things.
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Charles Pratt

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I think this is KillScreen's first pre-launch review? Coincidentally also one of their highest scores given!

The cycle continues!
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Zach Gage's profile photoRob Dubbin's profile photoAndrew S.'s profile photoCharles Pratt's profile photo
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I just want to note that we recently gave the same score to two other games: Shadows of the Damned and Wii Play: Motion. The issue of the review going up pre-launch has more to do with the fact that I edit the articles, and thought it easier to write my review for the next day's update instead of doing a round of drafts with a writer (I was wrong on that one). It is not a conspiracy, nor evidence of some overlying system of behavior.
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Charles Pratt

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Commandos is one of my favorite games, and a great example of a really neglected genre: the squad-based action puzzler.
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Charles Pratt changed his profile photo.

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Thanks for the info. Would be nice to have on the wall, indeed.
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Lawyer friends (meaning +Kirk Battle and +Brian Creeden) assemble!

I'm fascinated by the debt compromise, in which both parties have to put forth members of a committee to reach an agreement on the budget, but if they don't then the money comes directly out of two programs that both parties value.

I know that we often have laws that have a punishment if they aren't followed, but how often do we have laws that go in and out of effect depending on circumstances? What scale are they usually at?

The reason I ask is because my sense if that we often have laws that must be obeyed, that are static prescriptions, but we don't often have laws (or at least they're not very visible) that present options.

Is there a sense of a difference between these two types of laws in legal theory, or is it the sort of Hobbesian idea that even a law that will kill you if you don't follow it still presents an option?
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I had the good fortune to sit at a seminar with Greg once and he talked about the book that he had just started working on. I'm glad to hear that you're enjoying book!
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Charles Pratt

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I think the problem I have with Ian's piece is that he talks about games as if they're 'things'. In other words, they're all made of the same material that we can form and shape how we want, but the material doesn't change. However, if you don't think of games as things, but as ways of doing things, then it makes perfect sense that certain things don't count as games, or maybe more accurately that any 'thing' counts as a game.

That's, I believe, what Ian and those he's supposedly disagreeing with both get wrong. Heavy Rain is just a prop. There are ways it can be used which I would argue are not games (perhaps even the behavior is was designed for), but there are definitely ways to use it where it resembles a game or puzzle. For instance, my own attempts at a low interaction run.

Whether or not single player will disappear seems beside the point. I think they're legitimate games, as legitimate as playing golf by yourself or running a mile to beat your best time, and I don't think they're going anywhere.

The real question is whether we think of "video games" as practices and social institutions but with particular objects that have traditions of use, or if we think of "video games" as a genre of interactive technology.

In the latter case Ian has a great point that I can't disagree with, and in the former he's not wrong, but he is off topic.
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I think one day you and I will sit down for a beer and find out we've agreed with each other completely.
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I like the direction of this article but I wish it went into much more detail. Seems a big subject to just breeze over.

Also wish the author had more of a mechanical perspective. There's a lot to be said of a 'baroque' period in design that we might still be going through. Especially in relation to the more 'minimalist' approach of a lot contemporary indie video games, which is itself an effort to recapture the abstract 'elegance' of early games.
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I think "Possibility Spaces" best describes games. Possibility allows for interactivity which is the heart of all games. "Temporal" could just as easily define film/video which are, needles to say, completely different mediums than games.
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Have him in circles
527 people
David Bryson's profile photo
Ilya Z's profile photo
Work
Employment
  • NYU Game Center
    Adjunct Professor, present
  • Freelance
    Game Designer, present
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Map of the places this user has livedMap of the places this user has livedMap of the places this user has lived
Previously
New York, NY - Delhi, NY - Greensboro, NC
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Introduction
Freelance game designer and adjunct professor at NYU's Game Center. Host of the Another Castle podcast.
Education
  • NYU University
    Interactive Art & Design, 2002 - 2004
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Male