Monthly Archives: September 2018

Ludus Novus 029 – The Goalless Path of Bernband

Ludus Novus
Ludus Novus
Ludus Novus 029 - The Goalless Path of Bernband
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What do people actually mean when they say “walking simulator?” Bernband by Tom van den Boogaart doesn’t even seem to have a goal. But then why do you keep playing it?

Bernband: https://gamejolt.com/games/bernband/34864
Bernband Remake Twitter: https://twitter.com/bernband

Youtube (MP3 below):

Transcript: Transcript for this episode

If you like this episode, check out the other podcasts I’m involved in: Audacious Compassion and The Future Proof Podcast

The Ludus Novus podcast is supported by my patrons. To help, please visit my Patreon.

The theme music is “A Foolish Game (Vox Harmony Adds)” by Snowflake, Admiral Bob, and Sackjo22, available on ccMixter under a ccby3.0 license.

REFERENCES
Ashe, Pat. “Walking Simulator Simulator.” Feral Vector, 2014. https://soundcloud.com/thepatashe/walking-simulator-simulator (Transcript on The Pat Ashe, 6 July 2014. https://web.archive.org/web/20141007075156/http://thepatashe.wordpress.com/2014/07/06/walking-simulator-simulator/ )

Barlow, Sam. Her Story. 2015. http://www.herstorygame.com/

The Fullbright Company. Gone Home. 2013. https://gonehome.game/

Goodwin, Joel. “Screw Your Walking Simulators.” Electron Dance, 16 July 2014. http://www.electrondance.com/screw-your-walking-simulators/

Juul, Jesper. “Without a goal”. In Tanya Krzywinska and Barry Atkins (eds):Videogame/Player/Text. Manchester University Press, 2007.
http://www.jesperjuul.net/text/withoutagoal/

Key, Ed and David Kanaga. Proteus. 2013. http://twistedtreegames.com/proteus/

Koster, Raph. A Theory of Fun for Game Design. 2nd ed., O’Reilly Media, 2013.

Nygren, Nicklas. Knytt. 2006. https://web.archive.org/web/20170509070555/http://nifflas.ni2.se/?page=Knytt

Schell, Jesse. The Art of Game Design: A Book of Lenses. 2nd ed., CRC Press, 2015.

van den Boogaart, Tom. Bernband. https://gamejolt.com/games/bernband/34864

Ludus Novus 028: Candyland: Game as Critical Lens

Ludus Novus
Ludus Novus
Ludus Novus 028: Candyland: Game as Critical Lens
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What is a “game?” It only matters in context. When we examine things as games to learn from them, what does that mean? Any useful definition of game used as a critical lens must encompass Soccer, Candy Land, Sim City, Doom, and Gone Home. But Candy Land doesn’t have any player choice. Is it just dancing?

I’ve tried something new with this episode. I’ve put together a video version, currently hosted on YouTube, with some nonessential visual aids. For now I intend to keep the show audio-first, but having it available via YouTube may make it more accessible and attract new listeners/viewers. If you’re seeing this on my website, the normal audio player is still below.

I’ve also put together a text transcript for the episode: Transcript for this episode

If you like this episode, check out the other podcasts I’m involved in: Audacious Compassion and The Future Proof Podcast

The Ludus Novus podcast is supported by my patrons. To help, please visit my Patreon.

The theme music is “A Foolish Game (Vox Harmony Adds)” by Snowflake, Admiral Bob, and Sackjo22, available on ccMixter under a ccby3.0 license.

Tracery Live Released

I love the work that Kate Compton and others have done with generative/procedural art. One thing I’ve missed, though, is the ability to just link to a quickly-made thing. Specifically, I’ve done things like specify the naming structure of alien species for a roleplaying game using Kate’s tool Tracery, but there’s no easy way I’ve found to just link to an arbitrary Tracery grammar without spinning up a server or making a Twitter bot or something similar.

So I made one.

Tracery Live is an open-source Tracery front-end that stores your JSON source code in a query string, so that you can load grammars without any back-end storage needed. It supports HTML and various other supportive techs. You can paste in an arbitrary Tracery grammar or edit it directly on the page. Here’s Tracery’s Night Vale example for a sample of a lengthier end result.

This really is, like many software projects, a bunch of techs slapped together: George Buckingham’s Node version of Compton’s Tracery library, Nicholas Jitkoff’s itty.bitty.site approach using Nathan Rugg’s JS implementation of the LZMA compression algorithm, and the is.gd URL shortener, glued together with the unnecessarily-bulky-for-this-purpose Ember.js framework and hosted on GitHub Pages. My thanks to everyone involved.

Check out Tracery Live on GitHub Pages.

If you have any feature requests or bug reports, let me know in the GitHub issues or in the comments.