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"John Leighton's hexagonal map only extended about 6 miles from the centre of London, but it's a relatively process to extend more concentric rings of hexes, turning the Great Wen into a setting for a boardgame, Settlers of Catan or Squad Leader re-imagined upon London." Wargaming/Catan pretty much leapt into my mind, too. I like this.
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Nice interview; some particularly good stuff on generative music, and a generation that grew up on iMuse wanting to do more with game music than just churn out Red Book Aduio.
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"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
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"…as developers, we need to deal more honestly with the disparity between our reach and our grasp – which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way." 2K Marin's JP LeBreton with a smart, insightful take on the road ahead for games design, and the many positive steps being taken along it (and: a decent commentary on the "shooting people" issue).
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"With limited influence, unlimited hands in the pie, a low barrier to critique, and the perception of triviality, frontend engineers are the janitors of software development. Rather than cleaning up trash, the boulder they toil beneath is skew: the distance between team member's conceptions of a project." This really feels very familiar: it's the most under-appreciated art in the stack of software development, and the one that takes the brunt of the crap.
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"Best of all, for impatient gamers the developer plans to conceal load screens with a mini-game where players can connect a USB keyboard and write an undergraduate thesis on the illustrations of Gustave Dore." Seriously, this already sounds much better than the Redwood Shores version…
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Farbs quit 2K Australia. This is his resignation note. It's fun, and not in any way mean.
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"So, is it possible to mix segments and querystring?" Sort of, maybe, seems to be the answer.
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"The original Keynote Kung-fu article describes how to set up and use Keynote for the first time, but once you’ve done a couple of presentations, you’re going to want more." Rands drops some Keynote science, and I learn at least one new thing.
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Even if it's got a long way to go, there's so much promise and potential here – and it's interesting to see how refined some of the puzzle ideas are. And: mind-bending in the way the best puzzle games are.
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"I'm looking forward to working with new, clever people and getting my hands dirty again. I'm charged with leading the Open Library into fresh, fun territory; to enlist many hands to make "a page on the web for every book ever published" a great resource. I'm thrilled to be working with Brewster Kahle and his crack team in an important time for books on the web." What a perfect hire. Can't wait to see what George brings to it.
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This is epic and brilliant and has so many jumping-off points I need to read it again, and again, and again.
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"Now that suburban housewives in Missouri are letting their thoughts be known via Twitter, it's as if writing itself is thought to be under attack, invaded from all sides by the unwashed masses whose thoughts have not been sanctioned as Literature™. In many ways, I'm reminded of Truman Capote's infamous put-down of Jack Kerouac: "That's not writing, it's typing.""
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Pop band from Bristol, made good singles, got a deal, rather than touring recorded an album, album got shelved by label that had wanted them to tour, band broke up, album now sees light of day from SVC, for three quid. Phew!
Ugly Games are Finished Games
25 March 2009
Matthew Wasteland’s writing is always worth a read, and I really enjoyed The Madeleine in Eight Bits recently. One quotation from the comments thread, though, got me thinking:
That was an interesting article. I was playing the indie game “Don’t Look Back” today and although I enjoyed it couldn’t help but wonder if it really needed to be so blocky. If it couldn’t have expressed it’s themes without the old school affectations.
This coincided with reading Leigh Alexander’s Video Game Hipsters, considering the convergence of “indie” and “lofi” viewed through a lens of cultural knowing.
And this all got me thinking about the lo-fi aesthetic, and “programmer graphics”, and “ugly” games.
Because, to respond to the commenter on Magical Wasteland, I’m not sure how “old school” its affectations are. Yes, it has a retro look-and-feel, and a simple mechanic (not to mention an old-school difficulty curve). But there’s something about it that’s incredibly next-gen to me: it was made by one programmer.
Now, of course, once upon a time, all games were made by one programmer; there’s nothing new about bedroom pgoramming. But what’s truly modern is the distribution: that one game, made by one programmer, already has a huge potential audience; it plays on any browser, and can be played anywhere in the world, at any time.
“Next-gen”, for me, exists at two ends of a spectrum. At one end of the scale, it is 1080p at 60fps, complex shaders and normal mapping, realistic cities, licensed soundtracks, multi-million dollar marketing budgets.
And at the other end, next-gen is empowerment. Making games is easier than ever before. And not just the programming part – the “making games on your own computer” part of the equation. I mean making games that other people can play. Flash is a wonderful tool, readily available (because let’s face it, how many Flash developers have – or at least, start out with – a legal copy of Flash CS4?), powerful, and it’ll work a) on anything and b) anywhere. The barrier to entry is lowered by better tools, higher level languages, and more powerful clients that mean you don’t have to optimise so much; but the real magic is that Kongregate and similar portals have lowered the barrier to distribution.
I think that the reason it appears blocky and crude is so that it could be in the world.
Matt‘s T-shirt stands as a point of reference: “Get excited and make things“. And: make things that are in the world. Applications I can use, t-shirts I can wear, games I can play. If you’re no good at graphics, maybe a pixellated look is all you’ve got time for – but is that enough to make your point? Because if it is, get that game into the world, watch the feedback, make another. Don’t bog down the ideas with asset workflows.
Right now, the predominant aesthetic in indie isn’t just a memory-saving exercise, or a nostalgic tip of the hat to the games we learned from. Yes, it is definitely both of those things, but to my mind, it’s more important that it’s a way of lowering the barrier of getting ideas into the world. Because until it’s a game I can play, it’s nothing.
The most significant change is not the better tools, it’s the better distribution. Compare XNA to the Net Yaroze. The idea of a home console you – as a consumer at home with appropriate skills – could actually make “real” games on was remarkable, at least to me. But what about a console where not you can not only make “real” games, but also sell them, and distribute them to every living room in the world? That’s what XNA Community Games is offering.
That, right there, is your “next-gen”. That’s a service crying out for games to be built for it, so they can be played by anyone. And if that means we take a hit on the art, then so be it. Ugly games may not be great sellers, or to everyone’s tastes, but they are a great way to get more games into the world. And who knows: some of those games might not be pixellated, 8-bit throwbacks. The more you do something, the better you get at it; a year of low-fidelity, two-week games, might make that blockbuster a year later. Look at how Blurst prototype. Look at Gregory Weir’s game-a-month. Even if the games they’re making are not always great shakes, the experience they’re gaining by practicing their craft in such a condensed, rigorous, and demanding manner is far better than a year spent making brick textures for a game that will never, ever, be fun.
The way games get better is if there are more of them, and I’ll do anything to ensure we get more games in the world, that programmers, designers, and artists can make more games, not fewer. If that means resorting to “old-school affectations”, or “programmer graphics”, or any other synonym for ugly: so be it. Yes, the “retro” aesthetic is, I’m sure, as much a trend and aesthetic decision as it is a conscious choice – but it’s not just videogame hipsterism; it’s a pragmatic choice made by those not just interested in making things, but making real things.
More games in the world. And, over time, one would hope: more good games; more important games; more significant games; more remarkable games. Not all of them will ugly, but they’ll be better for the more games that have gone before them. And so, to Terry Cavanagh, and all those like him, I say: keep going.
You keep going, and I’ll keep playing, whatever your games look like.
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Arcade Fire + looking like it's on 16mm + looking like somebody loved it, rather than they just loved CGI = oh wow, this could be quite exciting, even if it ends up being a bit weird.
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"Her mind is a marvel and her future is going to be extraordinary. I will strive to be her Cape Canaveral, and let her carve a streak of light across the world. She will leave me far behind, and I will love her even more for it. For that, and for an infinity of other reasons, and for the wonders she will see and the fearlessness with which she will deal with them, she is my heroine." A beautiful piece from James about his daughter. I failed to do anything for ALD, and not because I wasn't thinking hard on it. I should probably explain why at some point.
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This is very beautiful, especially the 4-colour CGA cave, although Brandon's commentary makes me realise there's a generation of kids who don't know what "CGA" is, or why you'd care about graphics modes.
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"Today, I made a little application using the Spore API." Specifically, rendering the skeletons of creatures in Processing. Nice.
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"LSL is a 2-D arena shooter featuring a robot that falls in love with several lovely female robots each with her own unique abilities and atmosphere… The longer our heroes stay together, the more their relationship will evolve, making them stronger; but this increases the difficulty of the game, too. When they "break up," the enemies are cleared, but so is the score multiplier. Throughout the game, the robot recalls memories of a love before…" This sounds – and looks – delightful.
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"For use on days with uninteresting skies." I should like one of those very much.
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"Majini have gone through a small part of London, leaving behind a trail of remnant body parts from their victims. Find the bodies on the morning of Thursday March 12th and win a vacation to Africa." Um. Really not sure this is the best kind of live event, chaps.
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Seriously, the UI customisation that some players go through amazes me. And yet: the level of customisation possible also amazes me. There's some good stuff in here not just on customising your UI, but also making it look functional and useful; UI design is still possible in the sea of plugins.
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"Just because a line is functional doesn’t mean it can’t be clever, funny, insightful, or dramatic. The real art of videogame writing is being aware of the context: understanding how, when and where the line is going to be used, and how to compensate for the times you have no control over when the line is played." A nice piece on writing for games, and brevity (or a lack of it).
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Touché.
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"Xbox Live Friends is a tool for keeping a vigilant eye on what all of your friends are doing." It's much improved from previous versions, too. Enjoying this quite a lot.
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These feel about right. Or, at least, about right if you agree with Rams as both a designer and a provider of commandments. He's hard to argue with, for sure.
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Defend Moscow are a friend's new band, and their single "Manifesto" is out very, very soon; big, eighties-influenced pop, with slightly filthy bass and that classic boy/girl harmony thing going on. Hoping for good things for this, so into the links it goes!
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Almost Atari 2600-era platforming, but with a couple of (big) twists. Compulsive, and cross-platform, it's almost definitely worth an hour of your day.
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It's bonkers. Tiny pixel art, incredible procedural animation for limbs, massive menus, it's like Worms and Soldner (was it Soldner?) and loads of other things all rolled into one. And they're still working on it.
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"The Whale Hunt is an experiment in human storytelling." 3000+ photographs, with what seems like a confusing-and-shiny interface to explore them – but hides a detailed metadata manipulation layer underneath. Beautiful pictures, too. Something really quite special; the "interface" pages should explain more.
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"Still, overall, Left 4 Dead's opening cinematic is a shockingly complete primer to the rest of the game. With only a few exceptions, almost any player going into Left 4 Dead for the first time will know exactly how to play the game: they already know the gameplay, the weapons, the enemies, the win scenario and the strategies they need to get through the game alive… the only thing not covered in the opening movie is the specifics of the interface." Yes – had this exact same conversation a few days ago. Although John is awfully down on Louis, which seems a tad unfair…
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"The obstacles that exist are mere impediments to my motion, puzzles placed only to slow me down or stop my free-flow kinetic improvisation. No time to think or overanylize, only time enough to move. This is what the essence of gaming should feel like: a sincere, wholehearted attachment to the action (or actions) that one sets into play. It is a moment where the motivation at hand is intention only, whose aim is exploration and discovery, refined. It is the escape, distilled and realized." GWJ on Mirror's Edge, and never rewinding, never looking back.
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"Metro Rules of Conduct is a game about the awkward situation of commuting in my hometown, Stockholm. Look at mobile phones, MP3 players and breast for score, but whatever you do – avoid eye contact!" Wonderful; the art-style works really well, as does the head-bob.
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"Melville was torn between writing a ripping nautical yarn and a metaphysical odyssey, and it shows. Rockstar was torn between constructing a sandbox and a stage, and it shows. The result was a tenuously fused work of genuine Americana: a disorderly paean to the American city, a bit of ultraviolence, a stonkingly beautiful soundtrack, a fable, a simulation, a gonzo critique of capitalism. It's a game we deserve. " Pliskin on what GTA4 meant. Perhaps hyperbolic, but it's an important signifier of this year. The Redding quotation about Far Cry 2 is also a stonker.
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All 226 entrants for the 2009 IGF. Heard of – and played – some of these, but many are unknown. Exciting to see the list, though, if only to be reminded that there's this many games being made and funded independently, at the large and small scale.
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"aphex twin + vassily kandinsky + doom 2" – now that's a tagline.