4A's staff sat on folding wedding chairs, literally elbow to elbow at card tables in what looks more like a packed grade school cafeteria than a development studio.
Colin Northway isn't sure if every player of Incredipede will get the message. He's a mechanics man, and the game has mostly been getting attention for its art, sound and game design. It was even nominated for an Independent Games Festival award for Excellence in Visual Arts. But no one has noticed the theme that played such a crucial role in defining the game.
I think than when we’re focused on overcoming a challenge – we try to kill an attacker or win a race – we go into savage beast’s survival mode and shut ourselves down for any “higher class” emotions.
We risk splitting the scene in two – a ‘new indie’ of small developers without a proper fighting chance and a new, more adaptable version of a ‘middle ground’ in the successful indie studios.
Big name titles might not always be the best candidates for close readings, or feature the most innovative and narratively charged mechanics, but they absolutely are something we should talk about.
Why was this called ‘piracy’ by the Greenheart devs and those who have since reported on this news? It was offered willingly, albeit with faked posts saying the game wasn’t bugged, and rigged to be unwinnable if it was played long enough.
I am very happy to see classic game hacking alive and well, and I am very happy to see these interesting projects getting widespread coverage. I think these dads’ projects are great. However, I find the some of the news media's coverage and the corresponding online discourse problematic.
Wenn Spiele auch formal zur erwachsenen Zielgruppe passen, tritt auch das Medium als Ganzes einen Schritt ins Erwachsenenleben.
There definitely were concerns about the financial viability of it. I think that a “pitch” is such a bullshit idea to start with. You can’t describe good art in one sentence, I would say.
After a decade of hacking and add-ons, the hardware reached a level where a bedroom programmer could attempt the fast-paced action of arcade and console games. Add in a growing network of dial-up boards, and you have distribution.
This is why it’s so easy to love CCP: Lander went on to describe an exploit that could have sunk the entire game’s economy, and he did so with a big smile on his face.
as creators and critics, we have every right to investigate and to play with the friction of rules bouncing off each other, to explore in the abstract the dynamics and systems that the interaction of those rules creates. but as people whose social existence is driven by dynamics and whose lives involve struggle with systems of oppression that are invisible to the privileged, we have a unique opportunity to give our dynamics and systems contexts that are informed by our lived experiences.
Das ist die Stunde der Spieldesigner. Sie können mir jetzt eine Welt bauen, die zwar groß, aber nicht unübersichtlich ist. Eine, in der ich immer relativ genau weiß, wo es lang geht, in der ich mich aber trotzdem freue, wenn ich am Wegesrand etwas finde, das ein Anderer vielleicht übersehen hätte
i worry that we're more used to connecting with systems in videogames than with people. we tend to have trouble understanding how to make choices unless they are presented in a game-like manner.
It seems like if you don't force players to engage others, and don't try to moderate their use of time, a game can be viral and time-dependent on a purely voluntary basis. That's a powerful thing.