Category Archives: Blogs

Preview The Fool

In 1987, a man named Cliff Johnson (no relation to the Aperture Science CEO) released a game called The Fool’s Errand, which you can download for free here. Warning: this is the cruelest game ever made. It isn’t cruel because it is unfair or impossible; it’s cruel because it makes very clear that you can beat it, if only you were a little bit smarter. Countless logic, word, and visual puzzles all feed into one enormous meta-puzzle that draws on clues from the entire game. It’s a labor of sadistic and megalomaniacal love, and chances are good that you, like me, are simply not clever enough to beat it.

It’s been 21 years since The Fool’s Errand. A sequel was originally supposed to come out in October 2003. Some people have had the sequel pre-ordered for five years. And Johnson just released a demo of The Fool and His Money. You can download it from the “Teaser” links at the bottom of that page.

This is a game from another world, where people are smarter and more masochistic and entirely disinterested in the normal mapping of giblets. Has Johnson succeeded in reproducing his fiendish masterwork? Well… I’m stumped.

Simulation, Structure, and Agency

And now for some hardcore interactivity theory geekery. I’ve been doing design for my current work in progress (working title: The Mold Fairy) and it’s caused me to think, as I often do, about the nature of interactivity. Most any interactive work is a simulation. Usually, this is a simulation of reality, or of a reality very similar to our own; two to three dimensions, strict sequencing of time, the possibility of containment and spacial relations, and various energies and forces. Different games have different levels of abstraction to their simulation. What makes it interactive is that the player can tweak the parameters of the simulation. In most games, the player can only control the behavior of an actor or group of actors within the simulation. This ability to affect the progress of the simulation is called player agency. It’s essential to interactivity, and it’s used in different ways in different works. I’d like to see this agency take a different form than it usually does. Let me lay some groundwork first.

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Wanting Better Closure

Tyler “Aether” Glaiel and Jon Schubbe‘s new game Closure is worth some attention. It’s a platforming game with a rather cool gameplay mechanic: the player explores a dark world, where surfaces only exist when they’re illuminated. The art’s roughly-textured but pretty, and the lighting mechanic looks good and works quite well. The story’s quite competent, if a bit cliché. (that car accident you see at the beginning of the game? Guess who was driving.) There’s just one problem: the character control is awful. Let me elaborate.

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The Depths of Spelunky

I’m behind the game on this one, but Derek “Tigsource and Aquaria” Yu has pre-released a game called Spelunky, and it’s the best roguelike I’ve ever played. Yu bills it as a cross between La Mulana and Nethack, but it’s fairer and more fun than either. The procedurally-generated levels and swift death is balanced by an incredible depth that has helped me finally grok what the whole roguelike thing is all about.

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I Fell in Love With the Physics of Crayons

I’ve been playing Crayon Physics Deluxe, Petri Purho‘s fully realized version of his startlingly fun 7-day prototype, “Crayon Physics.” The game lets you draw any shape, which then reacts with appropriate physics to help get a ball to a goal. It’s fun and creative, and it comes with a fully-featured level editor. Now, I’ve had something on my mind recently, so when I tried out the editor, I made a scribbly crayon version of “The Majesty of Colors.”

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Learning to Read Aquarian

I’ve just completed Aquaria, the excellent underwater exploration game by Bit Blot, which is another name for Derek Yu of TIGSource and Alec Holowka of Infinite Ammo. Besides making a gorgeous and atmospheric game that rivals Super Metroid for exploration goodness, Yu and Holowka did something interesting: they included an entire constructed alphabet with no explanation.

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New Year’s Resolution 2009

I’ve been thinking about a goal to set for the new year, and I’ve come up with a good one. Here it is: release at least one new game each month for the year of 2009. I’m pretty sure I can achieve this; in the worst case scenario, the games for some of the months will be small in scale.

The satisfaction in releasing a game and knowing that people have played it and enjoyed it is incredible. At the moment, “Majesty of Colors” has been played over 700,000 times. I don’t know if I can duplicate that kind of success, but I know that I can put more of myself out there for people to enjoy if they want to.

So expect something by the end of January, and something each month after that, at least through December. Sometimes it may just be a little piece of IF, but I have bigger ideas in the works, too. Wish me luck!