Yearly Archive: 2014
A Game as Literary Tutorial: Dungeons & Dragons Has Influenced a Generation of Writers Writer Junot Díaz in the New York Times says “We welfare kids could travel, have adventures, succeed, be powerful, triumph, fail and be in ways that would have been impossible in the larger real world. For nerds like us, D&D hit like an extra horizon,” he added. The game functioned as “a sort of storytelling apprenticeship.”
The New Statesman doesn't dig very deep before it suggests 'why indie gaming’s obsession with moneymaking hurts us all,' but that's a narrative that ties in nicely with 'the guilt of the video-game millionaires'.
July 10, 2014
In order to play a mission called "Last Survivor" in the upcoming hopefully-this-one-won't-suck Alien game, Alien: Isolation -- one that features the original Nostromo crew with voice acting by Sigourney Weaver as Ripley, Tom Skerritt as Dallas, Veronica Cartwright as Lambert, and more, several of whom will be playable characters -- you'll have to preorder the game specifically from Gamestop. I'm going call it now: I estimate that this simple decision will double or triple the number of copies of this game that are pirated, which will result in significantly lower sales, which means that even if it's good, it will be labelled a flop. Good thinking, Sega!
Forbes on 'How Indie Games Went Mainstream At E3'
The indie designer has become a romantic fixation for videogame culture in recent years, something that’s given an industry calcifying around expensive sequels a sense of creative momentum and social purpose it wouldn’t otherwise have had.
Steve continues, "The other thing that was really innovative in Maniac Mansion was the fact that you were controlling three different characters and switching back and forth, which was something I'd never seen before."
"That was an insane thing to try to do," says Ron.
"And it was great," says Steve.
Pete Langston jokes, "It's something that Grand Theft Auto has only now discovered."
USGamer interviews a bunch of Lucasarts guys about the good 'ole days.
July 5, 2014
"Games about space fascists kicking the shit out of each other just aren't having as much on an impact on contemporary discourse as they could." David Hayward (organizer of the Feral Vector game design festival) walks and talks amusingly about how thinking of video games as industry stifles video games as a creative culture. His accompanying blog post is here.
July 4, 2014
DAGGR is a new community for LGBT gamers and their friends. Their mission is "to build a thriving community platform for lesbian, gay, bisexual, transgender gamers (or 'gaymers') and their friends, to share their gaming experiences and connect with each other through the medium of video games."
The card game we couldn't make (and then someone else did). "Our game was depraved, immoral, and filthy," writes Nicole Dieker. "But that's not why we killed it."
Vlambeer (developer of LUFTRAUSER and other games) has created a number of tools, and talks that can help with developing, marketing and releasing games. They also extensively use a number of external services to create, market and release our games, and so they decided to bundle all this information into a single website for your convenience.
July 2, 2014
It's thirty thousand kilometers to the edge of the Minecraft world (and 286Gb in save file size), and this guy is riding a minecart to it and broadcasting the journey on Twitch. It's going to take 17 days. I assume he's going to sleep occasionally.
Sergio Hidalgo writes at Gamasutra about a question faced by every motion-tracking virtual reality game: What should happen if the player sticks his head through a wall or a door?
July 1, 2014
There are no hard and fast rules of what you must or must not put in your game. All I'm saying is that, as an adult human being, you have to accept responsibility for the work you produce.
June 27, 2014
“If I only go to one gaming conference to get my feet wet in this type of community, what would that most excellent conference be?” That would be the Games Learning Society, where "We design games for learning & we study game-centered learning systems."
June 24, 2014
LowRezJam 2014 challenged game developers to create games in tiny playfields of 32x32 pixels or less. Some entries worth playing: Lands of Lorez, Pocket Venture, The Wish, Low-Rez-Dungeon, Origin, Cmd & Kill, Shogun Assassin, The Pyramid Gate, 1024 Dread, Guns, Beats and Dragons, and LowRez Runner. [via bb]