Latest Gamefilter Posts

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.

March 19, 2012

Glorious Trainwrecks

Glorious Trainwrecks "is about bringing back the spirit of postcardware, circa 1993. It's about throwing a bunch of random crap into your game and keeping whatever sticks. About bringing back a time when you didn't care so much about "production values", as much as ripping sound samples from your favourite television shows to use in your game, or animating pictures of yourself making goofy faces on your webcam. Where every ridiculous idea you had, you would just sit down and code."

The Indie Ethics Problem

The Indie Ethics Problem Inflammatory pullquote: "We will still be talking about Minecraft in ten years, but we won’t be talking about games like Super Meat Boy in one year. Why? Because Minecraft was developed with the care and love that comes with slow and incremental design that emerged over years; it did not rely upon self-promotion. People love Minecraft because of the breadth and depth of its gameplay, not because of a superficial retroesque charm… such as the meaningless gameplay of Super Meat Boy."

March 17, 2012

The Idealistic World of Videogame Pacifists

The Idealistic World of Videogame Pacifists "Daniel Mullins is a virtual pacifist in Elder Scrolls V: Skyrim and Felix the Peaceful Monk is his avatar. Daniel is just one of a growing number of virtual pacifists who are either frustrated or bored with videogames’ insistence on violence. Daniel understands that there are people in Skyrim that want him dead but “that doesn’t mean [they] deserve to die."

March 13, 2012

Minecraft + coding environment = CraftStudio

CraftStudio appears to take the collaborative real-time 3-D world-building aspect of Minecraft, but adds to it the ability to script your own behaviors (also in real time, also collaboratively), so that instead of just building a world, you're building whatever sort of game you can imagine. (Currently in playable Alpha; also currently kickstarting indiegogoing.)

Lesson in Failure

"The Gamification of Death": Michael Abbot (Brainy Gamer) provides a write-up of Margaret Robertson's Game Developers Conference talk. Previously a strident evangelist for the unlimited potential of games, her tone this year was more tempered: She and her company had been tasked with making a game to accompany a documentary about a woman whose death in her apartment went unnoticed for three years (with the TV on the whole time). This proved to be rather difficult. [more inside]

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