@juv3nalactive 4 months, 3 weeks ago
GFi Posts by juv3nal
Much of the material you’re about to watch is obscure, hard to find and not shown very often. Indeed, some of it appears to have gone unnoticed for a very long time.
When I informed conference organizer Eric Zimmerman what I would be showing at NYU this afternoon, he accused me of fabricating a hoax.
Assuredly, I am not that clever.
Brian Moriarty's talk covering the history of interactive narrative from the Practice 2015 conference [more inside]
A critique and retrospective of all eleven Call of Duty games released for the PC between 2003 and 2014 by Noah Caldwell-Gervais. (It's 2 hours long but I found it fascinating even as someone who has only played a couple of them and doesn't care much for the series in general).
Why everything and nothing is killing the game industry Ste Curran's (of Agency and One Life Left) talk from GDC Europe 2014.
♫HARMONY SUMMER HARDPACK TAPE 11-IN-1♫ 11 free music themed games(?) created for the makega.me "1 hit wonder" forum pageant (a game jam type thing as far as I can tell) by thecatamites of Space Funeral and Murder Dog fame (and also his 50 short games pack, all of which I think, if you're a cheapskate, are available on Glorious Trainwrecks .
Think you have a pretty good read on where video game consumers are spending their money? Perhaps it's time to reassess: The game could be a fad but if it remains popular, it could net Kardashian $85 million this year and according to Gamasutra, Cowen Research estimates the game will generate roughly $225M in revenue for Glu's 2014 fiscal year. Developer Glu Mobile's stock has soared to it's highest point since 2007 and the game has a rather enthusiastic fanbase that was vehemently upset when the game servers ran into problems over the weekend. [more inside]
Attempting to rigorously define interactivity is about as joyous as rigorously defining the word game into your preferred pigeon hole. You might see healthy debate in this conversation. I see a black hole event horizon through which my will to live is disappearing.
A game is not about walking from A to B, but about the things that happen to the player at A and B - a panorama, a conversation, a moment of madness... The act of walking is often vital to the experience, embedding a player inside the activity in ways that a static image or short film would not.
Joel Goodwin (Electron Dance) on Secret Boxes
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.
Floating Point probably could make money – if I was a publicly traded company, it would probably have to. But because I’m just a person, I’d rather just give it away as a thank-you. And because you’ve let me become completely independent, I can.
A free game from developer of Gunpoint (and former PC Gamer writer) Tom Francis.
The "Arkane aren't working on it," "No, Arkane totes are working on it," title Prey 2 which stirred interest with an attractive reveal trailer when it was still in the hands of Human Head Studios, has had some early concept documents from it's turn at Arkane leaked.
For a brief period after the onset of the Syrian Civil War, journalist Mitch Swenson was there, hitching rides with Syrian rebels and rubbing elbows with smugglers. Then, he came home to the US to write a free-to-play adventure game about it. (via Kill Screen) [more inside]
Originally funded with Kickstarter with a goal of a paltry (by today's standards) $6,500, Kentucky Route Zero is a magic realist adventure game in five acts about a secret highway in Kentucky and the mysterious folks who travel it by Jake Elliott, Tamas Kemenczy, and Ben Babbitt of Cardboard Computer. The third act has just been released. There have also been 2 free releases which both feature content related to but not found in the game proper: the art gallery visit Limits & Demonstrations and the Godot reminiscent The Entertainment. [more inside]
After the winding down of freeindiegam.es, where's an indie game enthusiast to go for their fix of curated indie games? I've got you covered:
- Porpentine continues her work in the Live Free Play Hard column for Rock Paper Shotgun
- Merrit Kopas runs Forest Ambassador, "an attempt to introduce videogames to wider audiences"
- and Tim W. (another freeindiegam.es contributor) and Chris Priestman have recently soft launched (note the wip for work-in-progress in the url) Warp Door
Eurogamer has a podcast Planescape: Torment post-mortem with 4 of the game's creators. included:
Chris Avellone, the lead designer of Planescape: Torment
Colin McComb, Avellone's second designer on Torment
Adam Heine, scripter on Planescape: Torment
Scott Warner, a junior designer on Planescape: Torment
The idea to beat FreeCell sprang from a message posted by sci.math regular Russell Turpin on July 24, 1994, with the definitive title "FreeCell is NOT always winnable." In his message, Turpin provided an example of an unwinnable FreeCell deal and asked fellow group members to help prove or disprove his gripe...Turpin’s proof-of-concept hand was indeed unwinnable, but it also wasn’t one of the 32,000 included in FreeCell—possibly for that reason...Ring had made up his mind. They would try to solve FreeCell. All 32,000 hands of it.