August 22nd, 2007 by Brian Robbins
It’s always interesting to me how loosely everyone defines various terms that are “standard” in the industry. One of the most commonly used (and abused) terms is advergames, and it’s simply amazing how many people think in-game ads are the same thing as an advergame.
While they both serve the same basic purpose, they go about [...]
August 20th, 2007 by Sean MacPhedran
In Everything Bad is Good for You, Steven Johnson made a lot of great points about how our threshold for simplicity in entertainment is increasing. By making comparisons between shows like Dallas and 24, it became clear that the intertwining plots and complex character relationships in entertainment have vastly increased in hit programming. So too [...]
August 15th, 2007 by Brian Robbins
Our goal here is always to create compelling and interesting content around our client’s brands - ones that will actively “grab” the user and make them WANT to pay attention. While there’s lots of ways to accomplish this, one of the best ways is often with an advergame.
Unlike other traditional advertising media it’s very difficult [...]
August 14th, 2007 by Ryan Anderson
One of the reasons that we keep this blog is because we have a lot of diverse expertise at Fuel, from advertising types to game developers to interactivity experts to creatives. We each have our own areas of interest, and sometimes end up talking about completely different things.
This week, we’re doing things a bit differently. [...]
August 9th, 2007 by Brian Robbins
A few people recommended that I check out David Allen’s Getting Things Done (that’s GTD for all you cool people). I’m still working my way through the book, but what I’ve seen so far makes sense. The basic idea seems to be that you figure out what the next steps are for everything you need [...]
August 6th, 2007 by Jeff Murray
Ok, just a quick post to mention Super Paper Mario on the Wii. I just can’t resist saying something about it. Essentially, this is Mario as you know it … side scrolling platform mayhem … only there exists an ‘alternate’ dimension in the 3d world that hides bonuses, power ups and solutions to puzzles.
Think of Mario, then [...]
July 31st, 2007 by Brady Gilchrist
2016: The alarm sounds as at 6:07. Your alarm clock has been monitoring your REM sleep patterns and is attempting to wake you at a time that is better suited to putting you in a rested vs. groggy state. Your alarm clock has also been checking your schedule, the weather, traffic and transit conditions to [...]
July 25th, 2007 by Stacey Mulcahy
Last night, I was amused to find a frantic email sitting in my inbox from a former co-worker, begging for a list of reasons for why he shouldn’t run out and impulsively purchase the much coveted gadget of this year, the IPhone. My initial reaction was to remind him of the Apple purchasing mantra - [...]
July 24th, 2007 by Jeff Murray
No matter what the current ‘user-generated content’ trend tells you, game creation software and ‘moddable’ games are not a new thing and have been around for over 20 years. The urge to do-it-yourself has always been there and console manufacturers have recently been tapping into it (XNA and WiiWare). Time for a quick flashback …
The [...]
July 20th, 2007 by Brian Robbins
This week was the Seattle Casual Connect conference (the conference formerly known as Casuality). Talking to organizers there was around 1300 attendees this year, up from around 900 last year. What that really meant for me was that there were a lot of new faces, and many of those were people that are new to [...]