"The Artist is Present" makes you wonder why we're bothering to have a museum of video games when it's clear that museums suck for (most) video games.
Games don't kick you out at closing time. Games can withstand flash
photography and direct sunlight. Games don't need to pay people minimum
wage to stand there and protect their integrity. Games want to be touched. Games can be copied so that no one has to wait and everyone can play.
In fact, it seems more like museums have video game envy. They try so desperately to have participatory exhibits with their small ideas of interaction design. Engagement must be something elusive in a building that encourages you to stroll through and then promptly leave so someone else can go in and do the same thing. The whole thing makes gamers laugh because a Powerpoint presentation is a sad excuse for an interactive system, but that's what's on display in half of these "interactive kiosks" in museums. They might use the verb "explore" but really they have no idea what it means.
If games aren't art, it's only because they're already better than art.
I'm also super-jazzed that someone's made a game that talks about the stuff I've ranted about before, but better, and in game-form. So play it.
Saturday, September 17, 2011
Wednesday, September 14, 2011
What I've been up to...

Or if it has been a real game, please tell me so I can steal level design ideas!... Doing a simple Mirrors Edge aesthetic for now because we're still in prototyping stages, but we'll probably border on some kind of realism because flat solids are too disorienting right now.



Monday, September 12, 2011
Is it possible to make a thoughtful video game about 9/11 without fearing for your life?
I had never seen The Falling Man before today, a photo so iconic of 9/11 and representative of human tragedy, because it was censored so completely. (Both Esquire pieces also persuasively argue against the "think of the children / we don't know who that is but it's someone" argument for banning it.)
Wednesday, September 7, 2011
"Detail trees," a terrain hack for forests in fixed-perspective games in Unity3D

Saturday, September 3, 2011
"A Closed World" and thoughts on gay video games.
This is part of a series that will review the MIT-Gambit Summer 2011 game prototypes, whether I thought they worked and why, etc.
SPOILER ALERT! First, take all of 10 minutes to play "A Closed World," if you wish. Review and analysis is after the jump...
SPOILER ALERT! First, take all of 10 minutes to play "A Closed World," if you wish. Review and analysis is after the jump...
Thursday, September 1, 2011
Super Friendship Club's "Mysticism" pageant, Sept. 1st - 30th
Make a game about "mysticism" by September 30th.
If you haven't made games before, and aren't sure where to start on the technical side of things, just ask: there're plenty of people here who can give guidance.
Tuesday, August 30, 2011
Try it once.

The real art of Deus Ex: Human Revolution is the fact that non-lethal players always inevitably start another playthrough as a bloodthirsty maniac. The weaknesses quickly become apparent in a combat AI optimized for stealth gameplay instead of your sociopathic gorelust. Cops and punks patrolling the city hubs suddenly become puzzles you must solve -- and there's never enough ammo. For bonus points: hack only when necessary, never use vents and play in a foreign language.


Just be careful: the civilians' "hide from murderer" AI is very sneaky.
Monday, August 29, 2011
DX:HR photo safari.


![]() |
God, her hair piece is just so fucking awesome, you know? So... so crispy. |
Subscribe to:
Posts (Atom)