Showing posts with label notgames. Show all posts
Showing posts with label notgames. Show all posts

Monday, March 13, 2017

Theorizing local games cultures in a post-TIGSource era

Colin Northway tweeted this about a week ago:

As Colin implies, I suspect there is actually no real equivalent of a central "cultural nexus" like TIGSource today. In fact, I've been in on the ground floor of several attempts to make new TIGSource-likes, such as Super Friendship Club and Makega.me, and both of them eventually petered-out in the end for one reason or another. I'm still not sure why, but maybe it's possible that internet forums are a poor fit for what we need these days?

The indie games moment arrived, and has now stabilized into a satellite commercial industry of the game industry. We don't need a central place like TIGSource to imagine it or to advocate for indies to exist. Commercially indie showcase events like Day of the Devs, The MIX, and Indie Megabooth have been been running for a while and will probably keep running.

Today, what would be a public game organization's "mission" now? Everyone has so many different needs and concerns. It's kind of absurd that we even imagined one global "public" that TIGSource was supposed to serve? Local games community problems here in New York City are very different from local problems in, say, Pittsburgh or Capetown or Teheran or Shanghai. One single internet place cannot hope to address all of that.

Many local communities and friend groups have Slacks and chatrooms, but most of these are private and unlisted -- they don't have the "public" face that TIGSource provides / provided. What, are you going to invite Colin Northway to your Slack now? Even if he accepted the invitation, he likely wouldn't stay very long, because Slack requires constant (hourly? minute-by-minute?) engagement and labor to function as a community -- and it'd still be difficult for Colin to understand the tone of your Slack, or what it's really about.

To me, a public games culture should serve two functions: (1) help a local community cohere together, and (2) articulate that community's voice(s) and concerns to the rest of the world.

Tuesday, August 26, 2014

Liner Notes: Intimate, Infinite (part 1)


These are some notes about my process / intent in making my game Intimate, Infinite. Spoiler warning is in effect for this game as well as the 1941 Borges short story that inspired it. This post assumes you've read the story already.

The first time I read the Garden of Forking Paths, it was in a freshman college seminar about literature and games. It was presented as a revolutionary text that predicted early 1990s hypertext literature and branching narratives... but by the time I read it in the late 2000s, the revolution was over, the internet was domesticated, and clicking on a link was one of the most mundane things ever.

Turns out, a lot of theorists agreed. As early or late as 1999, hypertext was declared dead -- long live "cybertext"! Nick Montfort distinguishes between the two types mainly as a matter of computation: a hypertext is a "finite automaton" capable of simple searches, while a cybertext is more like a recursive Turing machine that can compute anything computable. It's the difference between a calculator vs. a laptop. (This isn't to say hypertexts are bad; Twine has revived hypertext in a new age of Javascript and web design, making hypertext more relevant than ever. But it is relevant because of new authorship and new contexts, and not because it is a frontier of computing.)

Monday, August 18, 2014

new game: Intimate, Infinite


I've finished a 3+ month project called "Intimate, Infinite." It is available at a Pay What You Want price with a $0 minimum -- if you got something out of playing it / want to support future work, please consider buying me a beer or something.

It was originally made for the "Series" pageant at makega.me, but I ended up being a couple months late. Better late than never? Anyway, it is heavily inspired by Jorge Luis Borges' short story "Garden of Forking Paths" and it is somewhat experimental in nature, so I'd advise players to be, um... patient.

Thursday, February 23, 2012

Dear Esther


From the Wikipedia article on "cut-up technique," emphasis mine:

A precedent of the technique occurred during a Dadaist rally in the 1920s in which Tristan Tzara offered to create a poem on the spot by pulling words at random from a hat. [...] Gysin introduced Burroughs to the technique at the Beat Hotel. The pair later applied the technique to printed media and audio recordings in an effort to decode the material's implicit content, hypothesizing that such a technique could be used to discover the true meaning of a given text. Burroughs also suggested cut-ups may be effective as a form of divination saying, "When you cut into the present the future leaks out."

See also "unreliable narrator," "lyrical poetry," and "ludodiegesis." Though some people would rather argue that poetry is supposed to be straightforward and accessible and worth $10 of some arbitrary unit of entertainment?

I imagine it'd be fairly easy to rig Hammer to make custom Dear Esther levels. Coming soon: "Dearer Esther."

Friday, January 27, 2012

THAT Mod, by Axel "Xenon" Shokk




I just wanted to remind people that this existed, because it didn't get nearly as much coverage as it deserved.  It reminds me of an alternate universe GeoComp, where Sparth wouldn't have been so heavily influential in emphasizing economy of form rather than some crazy acid-induced color vomit -- and I truly use the word "vomit" in the best sense possible because walking through these places is fascinating as Xenon dances on the edges of realism so delightfully. Again, we must thank the indie FPS community.

I also remember reading somewhere that he was working on a sequel in Unity3D...

Download THAT Mod @ ModDB. (132 mb)
(Source SDK Base 2007 required... so basically, it's free.)

Thursday, September 22, 2011

On process intensity and procedural narrative: either don't try, gameify, fill a plot, be bushy, tell a world or pass the buck?

For my master's thesis (no, not Pilsner, though I still like the idea and I'm going to re-work it more as a single player puzzle game) me and my design partners are trying to tackle a Holy Grail of video game design: procedural narrative. We're crazy stupid for trying.

How can a computer generate, whether in-part or in-whole, a meaningful narrative?

Back in 1987, Chris Crawford coined the term "process intensity", or "the degree to which a program emphasizes processes instead of data." Greg Costikyan used this idea to analyze what he argued was the low-hanging fruit, the data-heavy applications the game industry was and still is pursuing, such as more polygons, more shaders and more uncompressed rendered cinematics, etc. He proposed Spore as a new hallmark in procedural generation... then two years later, we all actually played Spore and wanted to forget a lot of it.

I still think the idea is important though, and I want to use it as a lens to analyze approaches to procedural narrative.

"The Trail," by Noyb

If you've ever played Tale of Tales' "The Path" then I can heartily recommend playing "The Trail" by Noyb. It's a Glorious Trainwreck / demake. That is all.

Monday, April 18, 2011

Ludodiegesis, or Pinchbeck's unified field theory of FPS games, or "please pee on my leg and tell me it's raining."

photo by National Media Museum, "You want a piece of me?!"
I'm reading (fellow frontiersman of modding) Dan "Dear Esther" Pinchbeck's PhD dissertation / unified field theory of FPS games. Contrary to what my inflammatory post title implies, I actually really like it and think it's valuable.

I've also kind of fact-checked my summary with him too, so let this post serve as a Wikipedia article of sorts for piquing your interest in reading the real thing...

“Story as a function of gameplay in First Person Shooters: an analysis of FPS diegetic content 1998-2007.” 

Central to his conceptual framework is the idea of "ludodiegesis" -- ludo meaning "play" and diegesis referring to "the fictive reality of the game." (If you're gagging at these words: remember that part about games being a legitimate form of art and culture? Well, we need to invent new words to effectively talk about this new media. So learn this word.)

It's his elegant way of growing something from the rotting corpse that is the narratology vs. ludology non-debate, mainly by shifting what "game narrative" means:

Sunday, November 14, 2010

Attempt to Survive?!

Anyone play Attempt to Survive?

"No weapons. No enemies. Flashlight. Thoughts."

I had never heard of it until I followed a referral back to a French blog about FPS mods. Here's a hasty English translation with my limited French skills:
"In Attempt to Survive, you play a pacifist, a protagonist who speaks and moves but doesn't do anything else. Here, it's about exploring a countryside devastated by a nuclear bomb, to trace back your roots -- in this case, your parents' house. The voice over is in Russian (fortunately with English subtitles). The environments, resembling the Eastern Europe of Half-Life 2, are very ugly and the whole thing lasts barely half an hour and your character isn't always as talkative as in the trailer... Which is really boring and honestly the whole thing lacks professionalism; they didn't even remove the HUD and crosshairs. It kind of reminded me of Post Script, except it's less awful. [ouch! -R] But we should be generous and give these developers a second chance in the form of Horizon."
You can always count on the French to be Frank with you... or maybe they simply don't understand art. Anyway, I'm going to try it in the coming week and report back. (Or you can do it for me and leave warnings in the comments!)