Thursday, September 9, 2010

Mod Auteurs: Brendon "Blender81" Chung (part 2, "Bugstompers")


(Part 1 is here.) (Spoiler alert is in effect!)

As part of the latter half of Brendon Chung's work in Half-Life 1, Bugstompers is an experiment mainly in (1) a camera gun and (2) narrative and conversation in the FPS. I think this is where he really hits his stride and you start to see shades of thinking that led to the stunning Gravity Bone.

Though there's lots of other cool stuff; a long-term AI companion who never leaves your side, a cool animated caustics effect, a clever dynamic light effect at the end, etc. But the gun and the narrative are what I get out of it:

Monday, September 6, 2010

Learn to Play @ Euphrat Museum of Art

http://learn.toplay.us/

"Handle with Care" will be featured as part of a really cool games exhibition at the Euphrat Museum of Art in Cupertino, CA. If you're in the area, October 4th - November 24th, you're encouraged to check it out. I'm humbled that I'm associated with all these other amazing (and more talented) artists / designers. (i.e. I worship the Superbrothers)

(And whoa, they got a copy of Train? I wish I could be there.)

Friday, September 3, 2010

MIT Gambit's "Elude" and half-baked procedural rhetoric


First, play "Elude" so you know what I'm complaining about.

The core of Ian Bogost's "procedural rhetoric" is the idea of meaningful player agency; and for a choice to be meaningful, there must be a viable alternative.

In MIT Gambit's "Elude," the only thing new it brings to the platformer / doodle jump genre, a "resonate" verb, does not have any cost associated with it. There are no consequences to it. Thus, you can just spam "resonate" all the time and everywhere. It might as well not even be there.

(Yet in real-life, you can totally resonate with the "wrong" thing: a political party promoting racism, the co-worker who turned out to be crazy, the great apartment that turned out to be full of roaches and leaky ceilings, etc.)

But let's assume, for the moment, that the procedural rhetoric in Elude is sound and not just some re-skinning of a platformer...

Wednesday, September 1, 2010

The Illegible Free Roaming City, the Linear, the Nonlinear and the Ugly.


This slightly old article over at Serial Consign is a good survey of cities in video games -- not just as settings or narrative devices, but rather functions of gameplay mechanics, as in the SimCity series. However, the article argues Will Wright has embedded a pro-growth, pro-economics ideology in the game.

Player agency in these "god games" is an illusion. We aren't actually creating a city; we're just optimizing some preset numbers and formulas about how Will Wright thinks a city should privilege high property values or high density housing or nuclear power.

If you're going to argue that these so-called holy grails of emergence and player agency, "god games," paragons of nonlinear systems are actually linear and limited in a sense -- well, then you gotta be scared about the types of cities we actually acknowledge as linear.

Friday, August 27, 2010

Over Games?... or Over Tale of Tales?

Timeline, for your convenience:

1) Tale of Tales gives a presentation at the "Art History of Games" conference in February... people kind of care but also not, because Sleep is Death is dominating the news cycle instead.

2) Everyone plays Sleep is Death for a little while... and now no one is. It was cool while it lasted. Next!

3) ToT publish a full web version of their talk, "Over Games," formatted all nicely with pictures and inflammatory poststructuralist language. People link to it a while ago. Someone links to it again, more recently.

4) Cactus is angry.

5) No one looks at ToT's more recent talk from June, "Let's Make Art With Games!" that's much more productive, inclusive and kind of back pedals on some of the crazier things they said in the earlier presentation.

Edit: 6) ToT and Cactus kiss and make-up. ToT says they were being inflammatory on purpose or something, for a museum audience! It's our fault for assuming that they meant what they said!... even though this is, like, the tenth time they've said stuff like this.

(bento_smile, who makes some delightful notgames-ish games, sums it up well: "It just struck me, that the impression notgames gives is one of reducing the scope of games, rather than broadening it.")

I agree, it sounds like a really counter-intuitive design philosophy.

My take?

Thursday, August 26, 2010

Handle with Care: the novelization

So here's what happened: First I wrote a short story. Then I turned it into an HL2 mod.

And now a kind fellow has written a short story based on my mod. (Read his other posts too; because us unread, low-traffic blogs have to stick together!)

The next step? Naturally, a mod based on a short story of a mod based on a short story.

Tuesday, August 24, 2010

Fib


http://www.sophiehoulden.com/games/fib/

Start rumors. Say people said things that they didn't. Use their corpses as platforms. This is what a "Mean Girls" game should've been.

Fib is a pretty cool ass pants twist on the "manipulate NPCs" sub-genre of platformers, the theme for Ludum Dare 18. Ideas like this are especially great because they're (a) simple, (b) intuitive, (c) funny, (d) only work in platformers. I don't think this type of thing would work too well in an FPS setting without a lot of changes.

(Unity web player required)

Wednesday, August 18, 2010

No updates this week. I'm kind of dying from apartment hunting in New York City. Nothing big. Just a little bit of dying.

(obligatory and desperate plug: if you or someone you know in Queens / Brooklyn / Manhattan needs a roommate, e-mail me details or whatever at campaignjunkie {aaaaatttt!} gee-mail, thanks. I can pay my bills and I'm house-trained.)