Latest Gamefilter Posts
April 20, 2012
April 19, 2012
If we want our games to provide us with real nourishment, I would argue that the last thing we need is last year’s shooter wrapped in some awkward story about love and loss, or yet another indie platformer about the inevitability of mortality. We don’t need superficially serious themes. We need new and interesting games which provide novel and challenging forms of play.
April 18, 2012
The Chronicles of Tanelorn -- Crafting a Community in Minecraft "There is a lot going on in an RP server like Tanelorn, more than I ever imagined. Over six months I saw—and learned—a lot about the future of Minecraft. This is a game that was meant to evolve, and that evolution is speeding up every day." [more inside]
Valve: How I Got Here, What It’s Like, and What I’m Doing "I’ve worked at Microsoft, I’ve worked at Id, and I’ve worked at RAD Game Tools. They’ve all been interesting, they’ve all been great learning experiences, and some of them have been truly remarkable places. In short, I’ve seen a lot of what tech has to offer.
Valve is different."
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.
April 9, 2012
All they want to do is laugh. And murder. "Robots kill all humans. That’s the rule. When artificial intelligence rises up, humanity should run for the hills, Isaac Asimov’s Three Laws be damned." Drew Toal looks at a pair of games that feature artificial-intelligence bots with a penchant for wit and a taste for homicide.
April 8, 2012
Prolific indie author Increpare has released two new Flash games today: Crab Planet is a bit like minesweeper, but the player is embodied within the game board and the mines might be moving. Coca T is a bit like pick-up sticks, but focused more on the vertices than the lines. Both leave their game-logic up to the player to suss out.
April 4, 2012
"The Hyperadictive, Time-Sucking, Relationship Busting, Mind-Crushing Power and Allure of Silly Digital Games:" an upcoming NYTimes magazine cover article, whose recently posted web version includes a nifty HTML5 "game."
April 3, 2012
"Hi, I'm Notch, and this is my new game. It's going to be a space game, and it's quite ambitious!" The game will be an MMO -- possibly with monthly fees -- and include "a fully functioning emulated 16 bit CPU that can be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish." [more inside]
March 30, 2012
Fancy yourself some sort of capitalist? Want an excuse to use your MBA? Just like growing and selling fruit? Then give Economies of Scale a shot, you maybe should! Participate in one or another niche of a production/wholesale/retail economy! Buy low, sell high! Corner the market on pineapples! Free, web-based biz wonk fun for everyone.
Distellamap: Visualizations of Atari 2600 game code by Ben Fry. Assembly code is presented in columns, with curved lines drawn to show the paths of any code jump instructions. By plotting raw data as filled in blocks for 1s and empty blocks for 0s, you can see the game images directly. (Zoom in to the right side of the Adventure code to see the famous "Created by Warren Robinett" easter egg text images.)
March 29, 2012
Jordan Mechner, developer of the original Prince of Persia, thought the source code had been lost. Apparently, he has discovered the 3.5-inch Apple ProDOS floppy disks containing the code in a package he received from his father, and has pledged to share it once he can transfer it into a "21-century-readable format."
March 28, 2012
From Parody to Production: How @petermolydeux inspired a wacky weekend game design marathon. @PeterMolydeux is a Twitter parody account that takes Black & White and Fable designer Peter Molyneux's penchant for ambitious, industry-changing game concepts to ridiculous extremes, with ideas like turn-based fighting games where you "have to level up individual bones and set which order the joints are moved and rotated to create attacks", ultra-realistic co-op military shooters where "if your partner dies you have to spend 30 minutes digging a hole to bury them before you can continue." [more inside]
Journey on home console, Ian Bogost on Journey in the Atlantic, Joe Houston on Ian Bogost on Journey on his blog
Ian Bogost writes an exemplary article about video games for The Atlantic under the guise of a review of That Games Company's Journey. It explicitly takes games as seriously as it might painting or film, and it discusses Journey as both a fulfillment and abandonment of the devteam's previous games' promises. Industry veteran Joe Houston points out that one of Bogost's key points is just ridiculous.