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15 Aug 04:25

Putt-Putt Saves The Stew is a game by Eric Penner about an...



Putt-Putt Saves The Stew is a game by Eric Penner about an intrepid little car and culinary complications.

Download (Windows & Mac)

Why Try It: A very basic introduction to the “adventure” genre; an example of a game made by a four and a half-year old child.

Time: Five minutes.

How to Play: Use the mouse button to interact with the environment. When you collect things, they’ll be displayed at the bottom of the screen — you can then click on them to “use” them in conjunction with something else on the screen, by then clicking on whatever you’re trying to interact with.

Author’s Notes (from Eric’s father Jeremy): ”He was playing a lot of Putt-Putt Saves The Zoo at the time. He started joking about Putt-Putt having to save other rhyming things (we do a lot of dumb punning), and we started talking about what Putt-Putt Saves The Stew would be like, and pretty soon we had agreed to set aside a big chunk of a Saturday actually making it. I tried as much as possible to let him design everything without my input; my job was just to find out what his vision was and turn it into reality. We recorded music, but it’s not integrated into the game. Maybe I’ll upload some, or we’ll release a 1.1 with a title screen or something. Dunno. I get the feeling Eric’s kind of tired of working on the game, and I don’t want to push him if he’s not enjoying the process.”

More Info: Putt-Putt is a purple convertible that stars in a number of children’s adventure games. The adventure genre of videogames traditionally tasks players with solving puzzles to advance a story, usually by collecting a variety of items and using them in conjunction with their environments.

You can find more notes on the design of the game, including a design document that should not be read until after you’ve played it, at the download link.

15 Aug 00:58

HAPPY 10TH BIRTHDAY, SEIKLUS !!

by L
HAPPY BIRTHDAY SEIKLUS



In 2003, a small indie game was released that charmed hundreds and inspired a multitude of quiet, confident exploratory indie games in the decade to come, among them Knytt and An Untitled Story. That game is Seiklus! And today is the 10th anniversary of its release!



YAY HAPPY BIRTHDAY SEIKLUS



Eudaimon wrote:
Looking back, Seiklus really was something of a revelation to me at the time. The simple beauty of the world, the relaxing "gamelessness", and of course the dreaminess were really different, unique to my experiences.


Rud13 wrote:
But I hated Seiklus. At the Karaoke party I told Aderack it was like, "A recent Castlevania where you didn't fight anything."


Toups wrote:
The reason I enjoyed Seiklus was less because it was a charming exploration/platformer and more because it was an intimate work of personal expression in a medium where such things are preciously rare.


Intentionally Wrong wrote:
Looking back... Seiklus really is the more memorable game. Sliding down an enormous hill. A gigantic bird that can carry you away. Swimming through the digestive and circulatory systems of a gargantuan monster. Even just sitting on a cliff with a girl among falling stars; Seiklus exhibits a far more iconic quality of world design. The places you go there are painted in such bold, broad strokes that you can't help but remember them.


Hooray for 10 years of Seiklus!
14 Aug 00:40

some drawings in black ink and white paint





some drawings in black ink and white paint

13 Aug 05:17

Ludonarrative dissonance doesn't exist because it isn't dissonant and no one cares anyway.

by noreply@blogger.com (Robert Yang)
anna anthropy

"most players do not find dissonance to be dissonant, and therefore ludonarrative dissonance doesn't really exist."

"I'm a living breathing person... but I'm just going to stand frozen in this spot forever. Also, I'm a tortoise."
I complained about Bioshock Infinite before. Here, I complain some more, because I really can't get over how bad this game is. Hopefully this'll be the last complaint post. I'm sorry.

Clint Hocking famously coined "ludonarrative dissonance" to describe moments when what's happening in a single player action game doesn't fit with what the game is telling you is happening -- maybe it's just plain wrong, maybe the tone doesn't match, or maybe the game thinks this thing is more interesting than it is -- either way, it doesn't quite work.

It's when you realize your sympathetic handsome male player character is a sociopathic mass murderer, or maybe when a character in an RPG "dies" despite having already died and revived dozens of times before, or maybe the brief instance when an elite soldier NPC glitches in the middle of a doorway despite all the boring game lore dumped on you. Sometimes it's intrinsic to making a game about killing people, sometimes you hope fridge logic kicks in, and sometimes it's a technical quirk you forgive.

But I feel like that theory doesn't explain what actually happens out in the field: if Bioshock Infinite was forged entirely, purposefully, from solid ingots of 100% pure ludonarrative dissonance, why didn't this annoy the shit out of everyone? Isn't ludonarrative dissonance supposed to be jarring and horrible? Why was the unusually unified critical response to Binfinite something like, "wow this game is colossally stupid," but the mainstream response was, "this is amazing"?

So I have a new theory -- most players do not find dissonance to be dissonant, and therefore ludonarrative dissonance doesn't really exist.

An important part of being good at games means looking past dissonance to value the "game underneath."
In his Last of Us review, Tom Bissell calls it something else -- a "gameism" -- and he argues that learning to internalize gameisms quickly, or even nostalgizing their absence, is a fundamental step to taking on a gamer identity and truly understanding these games. These are design decisions we've quickly learned to take for granted, to ignore their blatant implausibility and incoherence. All human senses must adapt to pain. Becoming an "experienced gamer" means learning to readily resolve a game's dissonance and ignore it as a gameism, an intrinsic byproduct that We Just Have to Learn To Accept To Enjoy Man Shoot.

Some academics might call this a "lusory attitude" or make references to a semi-porous "magic circle." Or maybe it's a suspension of disbelief, or maybe you're in a flow state and you're not in a mental place to criticize. Whatever you call it, a lot of players seem pretty good at ignoring stuff that gets in the way of playing video games.

Bissell implies that gameisms are supposedly just these fringe cases that'll get ironed out by the Grand March of Game Innovation, temporary band-aids to patch the cracks between systems before Our Dear Young Medium Grows Up and surpasses Hollywood as an influential culture industry.

... I disagree that they're fringe cases. As frequent game players, we've just numbed ourselves to the more primal gameisms that form the fundamental core of AAA single player action games; the most basic assumptions and reasoning we make about player progression... they all involve heavy doses of gameisms. The contrivance is EVERYWHERE with everything we do.

Like, let's imagine you're playing a typical first person game, and there's a locked door: what do you do now?


Do you remember seeing a door like this in Fallout 3? Probably not, because noticing the incoherence here does not help you level-up your character. You were probably looking for rocket launcher ammo.

Faced with a locked door, which arbitrary leap of logic are you supposed to make? Maybe encountering a locked door means you need to find a key to open it -- unless it's a post Half-Life 1 game and there's a nearby hallway or crevice to go around it -- or unless it's a fake un-unlockable locked door intended as set-dressing -- or maybe a scripted event / monster closet that broke? -- and you can tell it's a fake door because there's no 3D doorknob model there? -- but wait the door just turned red, that means we need to sprint into it to knock it down! -- oh but that door has a gold padlock on it, made of unbreakable metal? -- but since it doesn't require any lockpicks to pick it, we know it's probably a critical-path door, since the game would never put me into an unwinnable situation that required lockpicks without any to be found -- oh wait there's a crumbling wall, I can probably just stab these bricks with my knife to knock it down -- and hey, the apples in that nearby tree resemble the positions of the bricks, I have to stab the bricks in that specific order...

Game logic is frequently illogical. When is that okay and not okay? When should we do better?

I'd reckon that AAA designers, either wisely or obliviously, rarely have these existential crises. It's not just the players, but also the developers, who have to train themselves to ignore the gameisms inherent in their games.

I can imagine an early design meeting where they were brainstorming different pants powers for Bioshock Infinite's scrapped multiplayer mode, balanced on an XP curve progression with custom loadouts. Then they realized they had to cut multiplayer to meet 2K's release deadlines. But what about all these different hats / shirts / pants powers they've spent months designing and tuning?

Well, let's just cram this inane magical clothes system into the single player game! That fits really well, because the player character probably wears clothes, right? And we need to give the player more choices and trade-offs, because that creates deep combat, right?

Hopefully it didn't happen like that. But what other kind of groupthink could produce thinking like this:

How about a pair of pants that lets your magical flaming crow-gun-hand haunt an enemy's gun to shoot by itselfYes, but then should we tweak the haunt duration from 5 seconds to 7.5 seconds? 40% probability or 45%?

At any point in these design meetings, did anyone wonder whether bird-igniting pants-ghosts were even relevant, at all, in a game supposedly about fatherhood / redemption?


Or it's also a game about poverty too, with money routinely found in trash cans... and it's about the systemic complexity of racism, and you can solve racism in Act II by pressing Q... and let's throw some quantum science-magic in there too... also, the player should press F everywhere...

The result is a moist pile of theme-creep, a game that isn't about anything except how it isn't about anything. All attempts to read Bioshock Infinite, in any consistent way, end with, "because video games." Where some games might worry a lot about the coherence of an NPC invincible in combat, suddenly dying in a scripted event -- or maybe why a family would lock so many interior doors in their own house, and then leave town -- this game said, "Fuck it."

I suspend my disbelief for games all the time. But here, I couldn't. The most charitable thing I can say is that it put a great deal of hard work into being lazy.

... And no one notices and no one cares. The falling tree never made a sound. Clearly I don't play enough first person shooters to appreciate the tradition! Forgive me, Bissell.

Here, Gamespot puts me in my place: "[Binfinite] depicts uncomfortable, relevant themes in an effective way [...] Upgrades make you feel increasingly powerful. [...] Some annoying texture pop-in and screen tearing are the culprits mostly likely to disturb the captivation. [...] 9/10."

(I'm glad they finally made a video game where upgrades make the player more powerful. Very relevant. Very captivating.)

See? No dissonance. No confusion. It's totally straightforward.

Except for a little bit of screen tearing (-1 pt!), Bioshock Infinite is truly the Citizen Kane of video games. It is decided.

No dissonance.
12 Aug 23:15

Paintings by Beatrice Marklund, 2008-2013.











Paintings by Beatrice Marklund, 2008-2013.

12 Aug 20:43

(from Be an Interplanetary Spy 9: Ultraheroes, 1984)



(from Be an Interplanetary Spy 9: Ultraheroes, 1984)

12 Aug 05:43

Photo

anna anthropy

LOOK AT ALL THESE SPACE PEOPLE

from psi-5 trading company











11 Aug 18:40

Grace Stott - Text Dre@ms. A show in SMFA’s Case...







Grace Stott - Text Dre@ms. A show in SMFA’s Case Sensitive. via

10 Aug 21:51

The Talk of Magicians

by Liz R
anna anthropy

"'Indie games' as we know them are barely now five years old, but the idea of a freak, Canabalt-type success now seems all but impossible now, let alone a Minecraft-level one. But the narrative that gets endlessly picked apart and reiterated and grossly fetishized by the press and by vulture-like indie devs is the one of the commercial success stories like Minecraft or Braid or Super Meat Boy - even though Sophie Houlden's (or thousands of less well-known developers') experiences are much more typical."

today marks the 5th anniversary of the first release of Braid. i was going to write a eulogy of sorts, but it came at a bad time and i decided that Braid has already been picked apart so endlessly that i didn't feel a particular desire to contribute any more to it. then it occurred to me i already had an unpublished but article from early March of this year with some added edits i made today that delved into some of the issues i was planning on bringing up in the Braid post in a strange, roundabout way. it seemed oddly apt, and i don't quite know why this article never made it online anyway. so... without further ado, here you go:

(be warned, there are some spoilers for Corrypt!)

=====================================================

The Talk Of Magicians




"If Corrypt had more-polished graphics and sound, and were a bit longer, 100X-1000X as many people would play it...and it would make a good living for the developer"
Braid developer Jon Blow tweeted. Other commercially-successful game devs followed suit: Hundreds developer Greg Wohlwend said in the same twitter conversation that he and Spelltower developer Zach Gage "agree(d) with jon" and that if Corrypt dev Michael Brough “worked on the visuals, the game would then be more accessible to outsiders". Blow, Wohlwend, and Gage then laid out advice for Brough on how to sell his game. Brough had for some reason set the original price on the app store at 1.00, which he changed to 2 dollars shortly after. "Part of it is building a name for yourself. these designs are good enough that you could build a base of people who would pay $10/$20 for whatever you do..." Blow said. Wohlwend agreed, and emphasized that by setting the price higher he'll "grow a following that will pay for (his) quality game design."

A few weeks prior, New Zealand-born, UK-based game developer Michael Brough posted on his blog re: his future prospects of full-time game development: "I expect to keep going for another year or two and then have to give up and get a real job". Indeed - according to his post, the only thing that brought Brough much money in 2012 was his game Vertex Despenser, which was a part of an Indie Royale Bundle that just happened to contain a pack of several titles from the commercially successful Serious Sam franchise in it. Still, 2012 was a productive year for Brough: he had four of his games in the app store: O, Glitch Tank, Zaga 33, and Corrypt. Shortly after making this post, his game Vesper.5 was nominated for a Nuovo award at this year's IGF. Brough's recent shout-outs for Corrypt from more high profile game devs like Blow, Canabalt creator Adam Atomic, and NYU Game Center director Frank Lantz (in an app store review) have also no doubt helped him get some more exposure since then. He even has been profiled recently in an issue of Wired.

But the value of this kind of social currency is becoming increasingly vague and hard to parse. A month after Brough's post, UK game developer Sophie Houlden, in a post reviewing her past few years as a full-time indie, wrote "I have enough money left to eat for a month, maybe two". Her situation is not particularly unique among indies. Brough's lack of app store success shows how difficult it can be to make any degree of living off selling one's games on distribution services. And Steam Greenlight, a supposed help for users to vote for lesser-known developers to get sold on the popular digital distribution service Steam, is not exactly what one might call a friendly venue for slightly offbeat developers like Brough or Houlden either. Putting aside the controversy surrounding the 100 dollar entry fee, one look at the list of Greenlit games and you'll see a very conservative cross-section of the "indie" community. Many even appear to be unfinished (On Greenlight, Houlden tweeted: "Greenlight is great, how else would unfinished games get a steam deal instead of hundreds of finished games!"). If it's much of a surprise to anyone that these are the games the Steam community would choose to put on the distribution service, they haven't been paying very much attention. But it does certainly dispel the oft-repeated cliche that the best or most interesting ideas eventually rise to the top.

==========================================


Walking into the world of a Michael Brough game feels like stepping inside of a machine that has existed for a very long time before you ever entered into it. His obsession with hyper-intricate backgrounds with interlocking networks of symbols, like these circuit board-style designs for his game Helix feel like occupying the nervous system of a living being - which makes no concessions to you, nor does it make any effort to translate its logic into human language. There's a constant tension between this alienness and your in-game character, of just being in the environment and then having to manipulate it to serve your own ends and progress in the game.

Brough's games are also particularly notable in the way they have no seeming desire to make concessions to players while still being somewhat approachable and "game-like" in terms of mechanics. He does all the visuals and sound in his games - and largely because of this consistency, across genres and styles they all feel like self-contained worlds. These worlds can be cryptic and unfriendly, often hostile to many players. The Wired article (somewhat bafflingly) describes them in its title as "ugly".




This "ugliness" is actually a highly-refined, organic style of Brough's that somehow manages to feel both coarse and delicate. Brough has been using this style across a majority of his games, but Corrypt addresses the possible intent behind the aesthetics by encoding strong environmental overtones into it. In Corrypt, your character awkwardly shuffles through and pushes a series of boxes and manipulates the environment to complete side quests and collect mushrooms and gems and keys. After your character pushes enough boxes to collect enough items, he has the power to spend them as currency to buy magic from a magician (which other NPCs in the game warn him to stay away from). Buying magic allows the player to completely alter the fabric of the environment, permanently destroying and warping it in all kinds of maddeningly unpredictable ways, in order to gain every last gem. This process enacts a lot of fear and anxiety in the player, especially as he or she moves further along, from seeing what her or his actions have wrought.



It's hard not to see the magic in the game as some sort of allegory on human beings' never-ending thirst for more resources, and the irreparable damage it enacts on the environment. It suggests, especially taken with his other works like Vesper.5, that environments are delicate spaces that need to be accepted on their own terms in order to really be understood at a deeper level.

These greater themes seem to be absent in the little critical writing that does exist about his games - they're not mentioned anywhere in the Wired article, nor in this detailed critical reading, which focuses solely on the mechanical aspects of his games. The strangeness and beauty of the environments become a marginalized backdrop to a game seen as only remarkable from a design perspective - something the game even seems to mock with its flat looking aesthetics and its big, square block pushing and its few mock-JRPG miniquests in the beginning.

Not only have Blow and other well-known devs failed to understand that these subtle aesthetic choices are actually an integral part of the experience of playing Corrypt - they've actually completely missed what the game is trying to communicate in the first place. The more I think about it, the more the gap in perspective and intentions between designers of "polished games" like Blow and more self-expressive, experimental types Brough seems to widen. Maybe this also explains Brough's seeming indifference about how he priced Corrypt in the app store.

Many commercially-focused indie devs might like to say that they intend to use their games to create a deep, thoughtful space through the design. But it's hard to skirt the reality that those devs are often just aiming to create smaller-scale, slightly off-beat versions of already commercially successful formulas. And when they aren't, the focus on polish and polish and on this somewhat impossible goal of reaching a mass audience - in a way that becomes oddly prescriptive and cynical and self-limiting about content, and erasing of the circumstances of those like Brough who maybe don't have the time or money or interest to endlessly "polish" one game. Like Blow et al aren't aware that making something which might not be accessible, or at least their conception of accessible, to a large audience could be anything but a lazy and self-defeating artistic choice in the end. Like they're almost offended that Brough refuses being their protege or following the same career path as them. The message to Brough in Blow's and others' tweets seems clear: either play by the rules or don't expect to make any sort of living off what you're doing.

====================================

Still, Brough is lucky. His struggles reaching a wider audience were just recently profiled in more detail in the previously mentioned Wired article. It remains to be seen whether this exposure will let him keep making games full-time - but in private conversation, he told me "I want to be clear... I don't want to be using the image of poverty to get attention" and that him and his wife are comfortable for now. He also acknowledges his privilege in a recent blog post: "If I'm any good at what I'm doing now, it's only through having had the chance to devote an incredible amount of time to it. I'm fortunate. Being able to put years of unpaid full-time work into something before seeing anything back from it is an incredible privilege."

If we know anything about games, we know that the people who make and sell games will need to find ways to make their games resonate with larger audiences outside of "gamers"  if they want a higher degree of cultural penetration. What this might mean, though, no one can really say. Successful indies are, after all, a privileged minority. I strongly suspect that a small percentage of games in the App Store (things like Spelltower, Hundreds, or Canabalt by previously-mentioned devs) make a vast majority of the money, but without anything concrete to prove it, it's still not a particularly rewarding path for most developers to take (to put it lightly). "Indie games" as we know them are barely now five years old, but the idea of a freak, Canabalt-type success now seems all but impossible now, let alone a Minecraft-level one. But the narrative that gets endlessly picked apart and reiterated and grossly fetishized by the press and by vulture-like indie devs is the one of the commercial success stories like Minecraft or Braid or Super Meat Boy - even though Sophie Houlden's (or thousands of less well-known developers') experiences are much more typical.

To Blow or Wohlwend, a talented designer accepting that his or her artistic choices aren't going to make she or he a lot of money might sound like bad a move. But then, the idea that any self-identifying artist finds this to be a not sane or valid perspective to have about his or her art just shows how insane and money-fueled the current climate of videogames, indie or not, is.

It shouldn't be so revolutionary to suggest that the world of a Michael Brough game might be giving players something meaningful - not just mechanically, but aesthetically, that commercially-focused devs like Blow or Wohlwend's games are not. In a world where a majority of indie games aren't known at all outside a relatively small group of insiders, his search for depth, both mechanical and aesthetic, certainly shows a much greater respect towards the works of very un-techie factions of the visual art and music world than his aesthetic's detractors' do.

The excitement that veils something much more sinister - the odd obsession with an unobtainable systemic perfection, often fueled by unrelated emotional pain or longing fostered by society - the thirst for money masked in frenzied experiments to remodel human behavior - an utter cluelessness and indifference to different modes of values or anything and anyone not in the room. This is the language of tech culture of the early 21st century, and the language implicitly embraced by Braid (even if it tries and fails to be critical of this from within). It's a language that just serves as another sad mirror, another small subset of what we are enacting on the earth and all the pain it causes - social, spiritual, environmental. It's a language that Corrypt, in all its seemingly insubstantial, clunky, box-pushing glory, is acutely aware of. It's a language that Corrypt is very critical of in both its aesthetics and design, in a way that Braid misses the boat on.

Conventional wisdom says that in the current market for indie/mobile/social games, players will eventually reach a point when they become so turned off by the absolute oversaturation of  disposable mass-market dross flooding distribution services. Talk is cheap, and talk, in the end, usually fails to account for people's changing needs and values. Then, we can hope, they'll start to actively seek out things which are more mechanically and aesthetically rich. But this could also be false optimism. Maybe the culture of games is so deeply channeled towards the most surface, dumbed-down communication in that the only hope for the future is the freaks coming in from the outside and trying create an entirely new model. Thankfully, Michael Brough is happy to oblige.

Whatever happens, let's pray to God the shovelware market suffocates itself sooner than later - because right now, Brough's games are some the few that offer any sort of real, untainted route out of the unending waves of shallow, manipulative entertainment. Maybe we'll even reach a point in the future where all the highly calculated programmers and businessmen with seemingly unending confidence and resources who make games - or, as Corrypt would call them: magicians, come face to face with a reality they can't undo anymore.



10 Aug 21:47

i stayed up all night last night doing http://www.gofundme.com/3utgqs this BUT

by daphny

i couldnt sleep because i feel awful

anytime I EVER ask for money, because i am never supposed to ask for money, i should be working hard and earning the money, i should do sometyhing for the money, the money isnt free, the money isnt mine, the money is a debt, theres no such thing as a gift.

THESE ARE WORDS THAT PLAGUE LIKE EVERYONE ITS NOT A SPECIAL SNOWFLAKE MOMENT OKAY?

i got the money, i got the money pretty fast, and i paid back by reading into the donators futures

INCLUDED ARE A BUNCH OF SCREENCAPS OF MY ALT CODES AND THEIR DECRYPTIONS

 

thank you and ill see you guys at noshow next month (after that, MOVING IN WITH PATRICIA HERNANDEZ!!! AND INDIECADE!!! oh boy one year anniversary of daphny arm break I WILL BREAK NOTHING AT INDIECADE, EXCEPT RECORDS. FOR AWESOMENESS.

 

dickinstatic

this one i regret the most, it should be “you are observing, you’re both observing” but i only repeated the mantra in my head and not into the alt code of the keyboard
FIRST

FIRST

 

GRirS5s

SO HETERONORMATIVE

intotheblack

 

INTO THE BLACKnaomiboop

NOISE IS EVERYWHERE UGH

straightfoward

VERY STRAIGHTFORWARDsunnyicecream

 

basically what happens to me any time i eat ice cream outside and they have those umbrellas that SHOULD open up against the blistering sun but never fucking do

 

 

oh god i dont know how this will parse out i just really got into the italics and having such a tiny box after i hit enter twice i couldntsee anything AND THEN I HIT SEND AND CANT EVEN READ MY SENT MESSAGE?

 

if i sent you a fortune and you want it here, screencap it BUT MAKE SURE ITS ITALICS uh

 

this is daphnys best poetry, from the year 2040

 

bonus round

Screen Shot 2013-08-07 at 1.40.16 PMthis isnt a fortune its me spitting fire becuase he really does make the perfect tshirets ashgkjsfdhgjksdfghdkjfsghklfyg

theresworktobedone

no flowers can distract a woman from where she needs to be

im sorry

uit happens

 

10 Aug 21:43

Some games from my childhood

by Rob Remakes
anna anthropy

"I can appreciate and respect the craftsmanship in these games you place on pedestals and claim as experiences we all shared, I can see the masterful nature of some of them but shit, not my life. Never was my life."

Internet, I don’t speak your videogames.

I have no clue what a Metroidvania is even supposed to be, you might as well be telling me you’re playing a giggidyflipiddlybobs, y’know? I didn’t grow up in America. I didn’t grow up with an NES or a SNES or anything else Nintendo. I played home conversions of Kong. I saw the Ocean conversion of Mario Bros in an advert and it was just another game in a line of videogames to me. The influence of Mario or Metroid or Castlevania on me, on how and why I write games is somewhere so close to zero as to not be worth measuring. They were things I didn’t experience until years, many many years later. Like Year 2000 and on kind of many years later.

I spent so much of my time playing videogames but then 16 bit happened and I played lots more things but then there were women and drink and oh man, so much drink and where did the nineties go? I slept through the nineties.

There was music, I remember some music. Lots of jazz clubs and cigarettes and kids standing there yowling with a pint in their hand to primordial rock and roll sixties nostalgia sludge and a general election or something. And oh man, I’m sure I had a good time anyway but the closest I got to Zelda or Mario during this time was some late night drunk CD-i action on a friend’s console, the relevance of their parent franchises entirely lost on me, y’know? I bought a Playstation a week before the price cut and stuff but no, videogames and me had parted company. Sure I played Ridge Racer a bit but I played A Bugs Life more. No fucks given.

Videogames got less interesting to me and by the time I sat back down to re-engage, we’d gone and made Half Life and stuff and that was sort of weird because we’d gone from shooting spaceships and I woke up and we’re all about the shooting mens. How did we get here? I was very drunk. What happened to you, videogames? When did you get so narrow, y’know?

When I ducked out, my mainstream of videogames was this crazy eclectic mix where experimental games sat side by side with arcade conversions, videogames the same as the videogame the week before but look we made it a bit different honest, strategy games, adventure games, educational games. Month by month so many things, so many different things. It’s not that these games existed when I was growing up, it’s not that we made all these things, it’s that the odd, the experimental and the weird were side by side with the conventional that mattered. Was Juggernaut the Euro Truck Simulator 2 of its day? I don’t know but I know it occupied the same shelf space as any other videogame at the time. All perfectly normal.

And I came back, I sat back down and there’s this crazy stuff here but it’s all played outside the mainstream and stuff? No wonder I delved so deeply into PD and shareware on my return, not just because I was skint and there were hours and hours of coverdisks to plunder through month in, month out.

We were still making all these things, all these different games, we’d just sorta pushed them away. Weird.

Yeah, weird, internet. Weird. I don’t know what everyone else did there, were you all more drunk than me or something? You got real insular and stuff there. Was it drugs? Is that why you keep telling me I played Mario as a kid too? Spent hours on Metroid or whatever Nintendo fantasy you seem to have assumed as a global norm? You’re wrecked, right?

There’s many reasons for the home computer boom, the mainstream I knew in the UK, but the videogames thrived from such easy access to the machines and we’re seeing this again now, only better, easier. It’s fantastic, internet. Better than I could have ever hoped for, best time to be making and playing videogames out of all the times to be making and playing videogames. I’m old enough to have seen most of them. Except the nineties, natch. I’m sure they were OK really. Shame about the music there.

It’s why I don’t see the current boom of indie as the great indie takeover, the future of videogames come to save us all! I see it as correcting things. Putting us back a bit where we left off before it all got so very weird. Broadening our church once more, a niche for you, a niche for me and here’s a game we can all play and here’s one we can all hate and they all sit side by side. Again. Big and dumb alongside small and smart and everything around that and inbetween. Only this time we can do it harder and be more inclusive because it’s not just a few beardy blokes tinkering with electronics in their bedroom or the odd woman here and there doing great things but forever in the shadow of the absolutely brilliant game developers or whatever.

We can fix that this time. We are fixing it. Over here, it’s like we almost got it right once, lost it and now we’re finding it again only this time it’s global.

But I still don’t speak your videogame, internet. I really don’t. It confuses me. I can appreciate and respect the craftsmanship in these games you place on pedestals and claim as experiences we all shared, I can see the masterful nature of some of them but shit, not my life. Never was my life. And I’m too fucking old for them to be anything but other things out there that exist that I’m glad exist and are things we can all learn from or enjoy. I’m glad that they inspire people in the same way that the things I played growing up inspired me. Or something like that. I don’t know.

Here are some games from my childhood. Maybe we can talk my videogame language sometime?

Micronaut One

“it’s your job to keep these fragile organic machines from damage inflicted by parasites and simple entropy”

I, Of The Mask

“One crystal will transport you to another universe which is located nearby. One crystal will beam you to another part of the maze, and one will reveal a robot mechanism.”

Back To Skool

“Key to safe round nek of gurls hedmistris. She hates frogs.”

Advanced Lawnmower Simulator

“Awe inspiringly realistic with a near infinite number of randomly generated rural and suburban lawn scenarios!”

Rapscallion

“At any time you can change from a bird into a fly or back again”

Tir Na Nog

“Tir Na Nog is a jealous land and dislikes intrusion, even by its own inhabitants.”

10 Aug 21:41

You know Nat, you could just kiss

10 Aug 21:41

You know Nat, you could just kiss yourself

10 Aug 21:41

You know Nat you could just kiss me

10 Aug 21:41

You know, Nat. you could just kiss your cat.

10 Aug 05:10

Oh yes, I’d like that VERY much INDEED.

anna anthropy

this tumblr

that photo



Oh yes, I’d like that VERY much INDEED.

10 Aug 01:04

beeandpuppycat: cartoonhangover: Cartoon Hangover presents...

anna anthropy

a good cartoon.



beeandpuppycat:

cartoonhangover:

Cartoon Hangover presents “Bee and PuppyCat Part 2
Bee, a reluctant hero, becomes entangled in the adventures of a puppy (…or is he a cat?) as they travel between reality and the void of Fishbowl Space. Created by Natasha Allegri, character designer and storyboard artist for Adventure Time. We can neither confirm nor deny the autobiographical nature of Bee & PuppyCat.

Subscribe to Cartoon Hangover for more original cartoons

PART 2

10 Aug 01:04

Photo



10 Aug 00:58

moons & waves

by merritt

icon

[Play online]

things break

but sometimes you can fix them

09 Aug 21:55

No Parking by Midnight Star 1983 So glad I looked up the...

by emilyaldenfoster
anna anthropy

best dance video



No Parking
by Midnight Star
1983
So glad I looked up the video for this song.

09 Aug 20:04

The Message is a game by Jeremy Lonien and Dominik Johann about...



The Message is a game by Jeremy Lonien and Dominik Johann about communication with the unknown.

Play Online

Why Try It: Suspenseful and dramatic writing; a straightforward example of a non-enforced game rule (the game “suggests” space music to be played alongside the piece rather than going ahead and playing it in the background).

Time: Five minutes.

How to Play: Click links to advance the story — you can use your browser’s back button to backtrack if necessary. Avoid reading the credits until after playing the game.

More Info: The Message was made using Twine, a free tool for creating hypertexts, interactive stories, and text-based games.

Jeremy Lonien and Dominik Johann can also be found on Twitter.

09 Aug 18:02

#dream #game 



#dream #game 

09 Aug 18:02

Skål by AcidT*rroreast of Hack n’ Trade. Release at BFP...



Skål by AcidT*rroreast of Hack n’ Trade.
Release at BFP 2013

09 Aug 18:01

An academic paper on ASCII art: Future Potentials For ASCII Art....



An academic paper on ASCII art: Future Potentials For ASCII Art. By  Goto80 and A. Bill Miller, just released for free at Chipflip.

09 Aug 18:01

Supernovae by Victor Vasarely around 1960. (via littlespectacle)



Supernovae by Victor Vasarely around 1960. (via littlespectacle)

09 Aug 18:00

Teletext graphics, 3D-printed. And 2D-printed with this lovely...







Teletext graphics, 3D-printed. And 2D-printed with this lovely teletext printer inside a Philips TV. By Raquel Meyers, 2013.

09 Aug 17:35

Sorry Mario Bros! (Casey Goodrow, Scott Goodrow, Jonas Kjellberg)

by Noyb

sorrymariobros
A free 2D platformer which gives Princess Toadstool the ability to jump, and thereby free herself from King Koopa’s castle.[Author's description]

[Download for Windows]
[Download for Mac]
[Download for Linux]
(via Feminist Frequency)
09 Aug 17:34

Akira (Famicom) Taito 1988.Mighty Final Fight (NES) Capcom...

anna anthropy

good cityscape



Akira (Famicom) Taito 1988.
Mighty Final Fight (NES) Capcom 1993.
gif.mashup.fx: brotherbrain

06 Aug 17:09

Gastly - Pokémon Puzzle Challenge





Gastly - Pokémon Puzzle Challenge

06 Aug 00:14

(from Lost in Austen: Create Your Own Jane Austen Adventure,...



(from Lost in Austen: Create Your Own Jane Austen Adventure, 2007)