Latest Gamefilter Posts
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.
March 21, 2012
As we found out when we met up with creator Tim Schafer at Double Fine's San Francisco HQ earlier this month, the story of Psychonauts' troubled development and subsequent trek into cult classic territory is almost as engaging and unexpected as the off-the-wall brain-surfing adventures of psychic sprog Raz that the game itself depicts.
March 19, 2012
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 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 18, 2012
Adam Saltman, creator of endless-runner Canabalt, the game that launched a thousand iOS clones, has been tasked with creating a tie-in game for the Hunger Games movie. He talks to Gamasutra about why tie-in games are almost always awful and why his won't be.
March 17, 2012
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 16, 2012
"You will stay in this room until you learn to run. It's a harsh school, and students of modern game design may feel that the game should have just printed it out - Hold B to run. This is just not how Super Metroid rolls. It will never let go of the illusion that you are on your own. It will hold you by the hand, but it will never admit it."
March 15, 2012
Why linking developer bonuses to Metacritic scores should come to an end. Or, how Fallout: New Vegas missed it by that much.
@PeterMolydeux is not the legendary game developer, just a fun parody. He's got some neat ideas, though; "Imagine if in new Guitar Hero you play as a busker, you witness your city evolve as your music changes the decisions of people around you," for example.
March 13, 2012
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
NEO Scavenger is a post-apocalyptic survival simulator with a realistic inventory system that's less like Diablo and more like Cormac McCarthy's The Road. Want to carry more than you can hold in your hands? Better hope you find a discarded plastic grocery bag or something. You can play the demo online.
Last week, a relatively unknown writer named Naomi Alderman quietly did something that pushes stories in a new direction. She released a little game called Zombies, Run.
The elevator pitch is simple: It’s a GPS-based run-tracker for your iOS device that, instead of just saying “You’ve just run 1 mile,” tells you a story.