Anna “Auntie Pixelante” Anthropy recently posted about a Megazeux game, and it reminded me of a horrible embarrassment from my past. Who wants to see the earliest currently-known games publicly released by Gregory Weir?
Continue reading Smiley Quest
Ludus Novus 017: The Rules of the Game

In this podcast episode, I present and discuss my definition of the word “game.” In short, a game is an interactive simulation that provides metrics which allow a user to track progress toward a goal. Listen on to hear why Microsoft Paint is a game and why winning and losing are really the same thing.
I’d love to hear what you think! Comment if you have any opinions on the things I discuss in this episode.
Never According to Plan
The players in a tabletop roleplaying game never do what you expect them to.
Case in point: I’ve just started up a campaign of Promethean. It opens with the player characters being drawn to a mysterious, sprawling house, where they discover an otherworldly being called a qashmal who dispenses a cryptic riddle.
This is the second time I’ve run the beginning of this campaign with different players each time. The first group did what I expected: they searched the building top to bottom for clues, then proceeded to follow up on the riddle. This latest group, however, decided against that.
Continue reading Never According to Plan
Left 4 Godot
I’ve been playing a lot of Left 4 Dead lately. I got it in the recent weekend sale, and I can say with confidence that it’s the best co-op experience I’ve ever had. It’s got the typical Valve polish, it’s fun and funny, and the experience of finding, playing, and reminiscing about a play session is a complete joy. There’s an incredible amount to talk about here, from the way the setting is introduced through wall scrawlings to the way the game teaches you how to play. I’d love to see Richard Terrell do an article about the tactics and interplay of L4D. But I’m primarily a story guy, so I’m going to talk about the story.
Left 4 Dead is George Romero’s Dawn of the Dead as told by Samuel Beckett.
Continue reading Left 4 Godot
Ludus Novus 016: False Narrativism: Oszustwo

This week’s episode is a special False Narrativism piece, discussing the obscure but visionary Polish game Oszustwo, or Incongruity. I can easily envision a world in which this game never existed, but fortunately we have access to the most technologically-advanced, creepiest, and hardest-to-play game ever developed.
Layered Gameplay in Disgaea
My latest article has gone up over at GameSetWatch. It’s called “Layered Gameplay in Disgaea,” and it’s about how that game lets you get as in-depth as you want with character and gameplay customization.
Exploit Map Database
A fan of Exploit has put together a site that compiles maps for the game. If you go there, you can see a whole bunch of user-created puzzles, complete with titles and screenshots. You can even submit your own levels!
Check it out if you have been looking for more Exploit action.
No More No More Heroes
I can finally remove No More Heroes from the “Games I’m Playing” section of the sidebar and onto the “Games I’ve Played” page. I finished the game tonight. It’s strange, to say the least. It’s an insanely bloody Wii beat-em-up game that just screams for attention. It’s loaded with self-reference, style, and unsubtlety, and I’m still processing a lot of it.
The gameplay is very odd. I realized during the final boss fight that it is as if the developers really liked the swordplay and treasure seeking of The Legend of Zelda: Wind Waker and decided to make a whole game about it. The swordplay has the same rhythmic feel as the GameCube Zelda, and even has a prominent timed dodge mechanic that lets you break past the defenses of vulnerable enemies. Even the way that the enemies’ corpses explode is similar. At the same time, the repetitive “do jobs while driving around an empty city searching for buried coins” sections call back to Wind Waker‘s late-game “try to find tiny treasure chests in a big, boring ocean” activity. The fighting portions are a whole lot of fun, except when the developers make the puzzling decision to subvert the character’s abilities. One late-game boss is immune to the protagonist’s very-useful wrestling moves, and other bosses regularly demand an entirely different approach than the rest of the sword fights.
And the story… it’s tough. The game is simultaneously a celebration and a condemnation of geeky, oversexed, otaku, socially awkward gamer culture. The main character, Travis Touchdown, is almost entirely unlikable; his only redeeming trait is that he is entirely honest about his goals: to be number one and to get laid. Other characters philosophize, or seek money and fame and power. Travis states, again and again, that he isn’t interested in all that. He just wants to be the best.
Sex and gender are strong motifs in the game. It bounces between wry postfeminism, with Sylvia using her body to manipulate Travis, and simple self-aware chauvinism, with Travis’s constant search for sex and his special treatment of female bosses. The phallic imagery is in-your-face the whole game: enormous swords, a bulbous motorcycle, and the need to jack off your Wiimote to “recharge your energy.” Travis takes a dump to save, has a homoerotic relationship with his sword trainer, and has a rather intense love of professional wrestling. Just about every character in the game is defined by sex and gender, from the estranged father to the effeminate pelvis-thrusting superhero fetishist to the sadistic loligoth with projectile men in gimp suits.
The whole thing really hasn’t fit together in my head yet, though. By the end of the game, it’s deconstructing itself, with characters offering ludicrous twists and explanations and openly referring to Travis as the protagonist. It’s just so silly and disjointed that I’m not really sure it has anything interesting to say. The well-read game hobbyist is familiar with the idea that gamers and game developers are “stunted adolescents.” The gameplay is fun but flawed, and doesn’t have much to do with the motifs and concepts thrown haphazardly around. I’ll think about it some more, and if I come up with any sort of synthesis from the game, I’ll post again.
On The Bryant Collection
I learned an important lesson a week or so ago: don’t release games on April Fool’s Day. I thought that April 1st would be a fun day to release The Bryant Collection, with its hard-to-believe premise and odd approach. The result? I think a lot of folks saw the post, said “ha, ha!” and assumed the whole thing was a joke. The biggest reaction I got was a flame from someone who’d evidently had one too many websites change up their CSS stylesheets on him.
It’s a shame, because despite the premise and backstory, The Bryant Collection is a real game, and one that I poured a lot of effort and heart into. But I haven’t gotten a single review, game entry on an IF site, or even a comment from someone who’s played the game. The only e-mail I’ve gotten about it is from my parents.
In retrospect, I shouldn’t be surprised. Mixing truth and fiction is risky enough when it’s not on a day dedicated to lies, and the games from the Spring Thing were released at almost the exact same time. The Spring Thing is probably the second or third biggest IF event of the year, so naturally Bryant would be overshadowed by those games, especially if it’s dismissed as a joke.
This post isn’t a cry for attention or anything. I just wanted to share my reactions when a game doesn’t get very well-received, since I always post when a game gets positive reactions.
Exploit Soundtrack
I’ve gotten some requests for a way to download the Exploit soundtrack, so I got Evan Merz, the composer, to give me some new, high-quality mp3s of all the music. You can download the soundtrack in a zip file. You can also visit Merz’s site, where he discusses computer music and has some of his other compositions available for download.