August 29th, 2011
Steve Cook interviewed me for his great quotation and interview site Quote Unquote. In it he asks some good questions, including putting me on the spot regarding the pixelly aesthetic of a lot of my games.
I go back and forth on pixel art. A lot of people regard it as amateurish: a way to compensate for lack of drawing ability. Others dismiss it as nostalgia for childhood games. I think that there’s bad pixel art and amazing pixel art, and while there’s definitely nostalgia there, that very nostalgia can be useful for artistic purposes. My own pixel art isn’t anywhere close to the quality that many artists achieve, of course, but I think it’s passable for my purposes.
Pixel art is visual video game shorthand for an array of things: childishness, simplicity, or even a sort of wisdom born from history. It’s also the video game equivalent of cartooning. Pixel art stylizes and pointillizes, making its subjects more universal and accessible. It’s also a deliberate acknowledgement of the artificiality of the device being used. In a time where the iPhone’s Retina display resolution is at the upper limits of the human eye, pixel art exposes the underlying structure of the screen.
Anyway, enough rambling. Check out the interview, and read some of the other stuff on the site; there are a lot of cool things there! He also included some previously-unseen pieces of concept art and miscellany behind a link at the end of the article, if you’re interested.
Tags: cook, interviews, pixel art
Posted in Digital Games, News | 1 Comment »
August 27th, 2011
I think this would have been after the break between winter and spring semesters, sometime in February. The Thorn was published on Friday mornings, so Brynn would have missed at least four days of classes.
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August 20th, 2011
Not much to say about this one.
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August 19th, 2011
The Book of Living Magic, by Jonas Kyratzes, is the latest in a series of excellent, idiosyncratic works by a relatively unsung developer. This one is a followup to his Desert Bridge (one of my favorites), and it’s got the same sort of funny, childlike but not childish feel. The crayon drawings are appropriate to the gently subversive ideas being presented, and it’s simply packed with extraneous examinable items. In one late-game scene, every book on a bookshelf is clickable. They’re all clearly irrelevant, but if you want you can find out the clever title of each.
One of the interesting aspects of this game is that it’s really not about the story. Most of Kyratzes’s games are heavily storied; either you’re participating in or uncovering story (usually both). In this, however, you’re just exploring the world. The puzzles are simple and rather oddball, and your player character doesn’t make her personality very known. Instead, you’re meeting strange creatures (like Provatica the Unhefted, sheep adventurer) and visiting strange locales (like the Forest of Eyeballs). As one of Kyratzes’s games set in the Land of Dream, everything is appropriately surreal and dreamlike.
There are bits of darkness that pop out, though. Something happened to change Raven Locks Smith’s parents from dreamers to boring people, and it must be related to Mr. Urizen, Mayor of Dull, a recurring entity in Kyratzes’s works. A robot you meet is on the run from a government determined to turn him into a soldier. And the countryside around the town of Oddness Standing clearly has a long and often-solemn history that’s only hinted at in the game.
Play it. It’s short, it’s funny in a way that few games are, and it comes from the heart.
Tags: darkness, kyratzes, setting, urizen
Posted in Blogs, Digital Games | 9 Comments »
August 15th, 2011
With as much time as game designers and critics think and write about the specifics of game interactions, it’s often useful to step back and look at the basics. Let’s ask a simple question: why are there so many video games dealing with social interaction and relationships, and so few that explore violence and action-oriented gameplay?
In some ways, it’s a historical aberration. If Gygax and Arneson had made some war-focused game instead of Counts and Courtship, or Will Crowther had decided to entertain his kids with his obscure caving hobby instead of an exploration of his childhood friendships, perhaps the focus of our games would be different. Doom wouldn’t have been an oddball niche title if there were a hundred other games at the time about shooting aliens with guns.
But I think there’s a more fundamental issue at work here: violence and action are really difficult to simulate, unlike simple relationships.
Read the rest of this entry »
Tags: combat, emotions, false narrativism, romance, violence
Posted in Blogs, Digital Games | 22 Comments »
August 5th, 2011
The author of The Stanley Parable says that “it’s actually best if you don’t know anything about it before you play it.” And that’s probably true. So if you like, you can play it before continuing.
While we’re waiting, a bit of background: The Stanley Parable is a game by Davey Wreden made in the Source Engine. It requires some form of the Source 2007 engine to play, which you have if you own Half-Life 2.
The Stanley Parable, for all its exploration of interactivity and choice and video games, isn’t actually interactive at all when you get right down to it. Yes, it has six endings and branching and all that. But as with many games with multiple endings, as soon as you tell the player that they exist, she wants to view them all. And especially with Stanley‘s left-or-right, red-or-blue choice structure, trying out the choices exhaustively is trivial.
Read the rest of this entry »
Tags: agency, interactivity, mods, wreden
Posted in Blogs, Digital Games | 1 Comment »
July 23rd, 2011
Some tests were just rough for everyone involved. There was also this weird phenomenon where tests would have typos noted on the board. Sometimes these were major issues!
Posted in TASOAE | 2 Comments »
July 16th, 2011
This comic was done for our April Fools issue, the Thron. It was done by one of the humor writers. I have no comment.
Posted in Comics, TASOAE | 1 Comment »
July 9th, 2011
There’s a club fair at the beginning of each school year, of course, to recruit members for various campus organizations. Junior year, the SGA had a great idea: do a winter club fair too, to recruit people who discovered they had extra time or were looking to check out new groups. Unfortunately, they did a better job of informing the clubs than informing the students at large. As a result, despite free candy, no one really came. It was a sad room full of dejected people sitting around foamboard displays, like a science fair where the judges decided not to show.
Continuity error in panel 3.
Posted in Comics, TASOAE | 2 Comments »
July 2nd, 2011
I think the winter snowball fight comics are my favorites.
Brynne doesn’t snowball-fight, I think. And Cassie’s never been good at telling when people would rather not have frozen water thrown at their face. Cthulhu can tell, of course; he just doesn’t care.
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