A small homework assignment, as part of my online MFA with Savannah College of Art and Design.
This very short work of interactive fiction was built with Inform 7 and a small snippet of code (the TV) comes from the Inform manual/open source code.
A small homework assignment, as part of my online MFA with Savannah College of Art and Design.
This very short work of interactive fiction was built with Inform 7 and a small snippet of code (the TV) comes from the Inform manual/open source code.
I’m finally home after driving with Brenda Brathwaite to the Art History of Games Conference in Atlanta.
The event was great and timely, since I’m also taking an online art history class with SCAD. As usual, one of the best aspects was interacting with friends (old and new), talking about games.
Some of the speeches given at the conference made me realize that while–in crafting games–designers take up fierce positions and move toward absolutes, critics and academics often rely an elusive series of shifting positions and various lenses as a means of analysis. We tend to drive toward something hard, guided by a core statement or belief that might not hold up as consistent or perfect under intense scrutiny. (But a core statement that might be critical in terms of reaching the goal. Ie, “Multiple solutions to problems,” or “Modeling fight or flight response.”) They tend to ask questions from many different perspective, which is thought provoking and provides insight from earlier efforts.
Ever interesting, games vs stories comes up year after year. People make statements about whether games should include any embedded narrative borrowed from non-systemic, non-mechanical media like fiction or film.
I believe in our medium’s plurality. There’s no right answer. But for me the strongest experiences *right now* involve a synthesis…sublime moments that come from interacting with very analogue systems, wrapped in fiction that contextualizes the experience emotionally.
Best example for me, from the last year, is my 100 or so hours with Far Cry 2. Soon I’ll be playing Bioshock 2 and Battlefield Bad Company 2, trying to get the same sensation, which I cannot find anywhere else. Certainly not in film, lit. or art.
Since this thread appeared at NeoGAF, it’s gotten cooler by the day. It’s “…a theoretical series of video game releases for the more serious collectors (à la The Criterion Collection).” My favorite is the sepia-toned Bioshock box art. Brilliant thread. (Someone collected them all on one page.)
My own humble mockup.
Such a great experience, putting the project together. Everyone in games should make at least one mobile game.
Note: As of today, KarmaStar world record is 44. (Use wildcards, go for “the star” and try to stack up bonus scores.) And medium difficulty is more fun.
As a side project, I’ve been working with a small team on a card/board-style iPhone game called KarmaStar. The game is done and should be up on the App Store in a couple of weeks. (This is not my primary project with Arkane Studios…it’s something that I wrote up and we tested locally using marked up Uno cards and dice. I love the iPhone.)
I have a couple of things to say about this project:
First, it was completely rejuvenating to work with a tiny team on a small-budget project. I envy casual game developers in many ways. I had a really good time working with the people involved (directly or in support roles). I got to do a bit of everything, which reminded me of my skills (and deficiencies) and helped me sharpen up some.
Second, my respect for people who design strategy games just went through the roof. I mean, through the roof. Most of the time, we all just iterate on existing game rules. For KarmaStar, I didn’t start off using the (excellent, smart) design method of “taking an existing game and modifying it.” The structure was worked out without modeling it on something else exactly, mostly as a challenge. It was hard, even though this is a simple game.
http://fingergaming.com/2009/03/majesco-announces-karma-star-for-iphone/
I hope to post more on the project later…process, what-went-right/wrong, development quirks, details, etc.