Latest Gamefilter Posts

April 8, 2012

Increpare x 2 (again)

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.

March 30, 2012

I’d Wholesale That For A Dollar

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: Atari 2600 code as pretty pictures

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 28, 2012

From Parody to Production

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 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 16, 2012

The Invisible Hand of Super Metroid

"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."