Spelunky is a little clockwork world in which items and enemies behave in defined ways, but when mixed together cause a delicious feedback loops that you can, with experience, predict. My boy loves systemic games like this, games that are built on coherent systems that you can play in an open-ended way. Toy boxes like Minecraft and Plants Vs Zombies, Animal Crossing and (we play this together) Civilization – where he can tinker and learn cause and effect.

He spends hours playing them, or would if we let him. And these are the kind of games that, though they were much cruder back then, I liked when I was a boy too, especially Elite. Where anything seemed possible.

But the big games today, in which play comes fixed to immutable stories, aren’t like that. So I asked him: “Do you like games that tell stories that you follow as you play them, or do you like games that let you do what you want?”

“The second one.” My heart burst with pride.

Last Day Of School, from lovely chum Alex Wiltshire.

The big computer games I grew up with – the ones that made an impression – were Rogue, Prince of Persia, and countless flight sims (beginning with MS Flight Simulator 3.0 then 4.0, and then getting steadily less realistic through the MicroProse back catalogue). And there, really, is a lot of the things I like: deep systems, short repeated play sessions, complex things to master, coupled t worlds to do whatever you want in. I got to about level 14 of the dungeons of Yendor; I landed a Cessna 182 on a Nimitz class carrier without an arrestor wire (only just) and took it around the Michigan bay; I explored the deep 60-minute run/jump mechanics of Mechner’s early triumph.

My tendency to simplification as I grew up has a lot to recommend it – in particular, desigining for sofas or tiny bursts – but my heart swells too when I see the conversations Alex and his son have. Not just because of what they like – but because of how they like it, and, most importantly, how they talk about it together.

  • "Not all shooter violence is violent per se. As the game critic Erik Kain notes, "killing people in video games is actually just solving moving puzzles." Which is a true, smart, and helpful way to think about video-game violence. However, most puzzles don't bleed or scream. Why do gamers want their puzzles to bleed and scream? And why on earth do they — do we — also want our bleeding, screaming puzzles to be embedded within a nuanced story?" This is subtle, nuanced writing about an oft-repeated topic; the subtlety is what makes this good. Also, his list of "shooters that handle violence well" is pretty much the same as mine – Metro 2033 was one of the most striking games I played this year.
  • Valve really are incredible; just watching the UI and technology for this in action is a little jawdropping. (Also, one for my friends who work in After Effects/3D prototyping and video…)
  • "If you ever needed a thorough introduction to the series or the new stuff in Final Showdown, look no further. What top American VF player LA Akira teaches in his appearance on UltraChanTV is more than spectacular. More than 4 hours of video goodness fit for beginners as well as more advanced players." So. Much. Virtua. Fighter. (That tip about holding G+P for both blocks and auto throw escapes is a useful one. Throw escapes got so much easier!)
  • Excellent slides from Paul with some super-solid points, and a few tools I'd not encountered (Papertrail, notably).
  • "The real Grim Meathook Future, the one I talked about back when I wrote that thing and the one I see now, is the future where a relatively small slice of our species lives in a sort of Edenic Eloi reality where the only problems are what we laughingly refer to as White People Problems, like being able to get four bars’ worth of 4G signal at that incredible pho joint that @ironicguy69 recommended on Twitter, or finding new ways to lifehack all the shit we own into our massive closets…while the rest of the world is reduced to maintaining our lifestyles via a complex process of economically-positioned indentured servitude and clinging with the very tips of their fingernails onto the ragged edge of our consumer leavings, like the dorky dude who shows up the first day of school with the cheap K-Mart knockoffs of the pumped-up kicks the cool kids are wearing this year. In other words, the Grim Meathook Future is the one that looks like the present, the one where nothing changes."
  • "In my philosophy, Street Fighter is a game, but really it's a tool. It's like playing cards or chess or tennis: it's really about the people. Once you know the rules it's up to the players to put themselves in the game, to choose the nuance of how they play and express themselves. I think fighting games flourish because it was this social game. If it had been a purely single-player thing, it would never have grown so popular."
  • "At the moment, however, the prevailing wisdom seems to be that audiences have to be tricked into buying digital toys. Toys have to be disguised as something else. They don't yet have the framework of expectations around them that allows people to decide whether the proposition is worth it on its own or not, whatever that phrase really means. They're yet to feel entirely legitimate." Lots of lovely stuff in Christian's article here, but this stood out particularly: having to disguise toys to sell them to current expectations and the current marketplace.