Tag Archives: fullbright

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

The First Cabinet in Gone Home: A Close Reading

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Gone Home is an amazing work. Yes, it’s a bit sappy and its ending is a bit pleasant and optimistic, but screw that. “Sentimentality, empathy, and being too soft should not be seen as weaknesses.” Gone Home is sweet, although certainly not sickeningly so; it is the sweet of a “sour” candy where the sour sanding soon fades away.

I’m writing about a single cabinet in the game. This one: 2015-03-08_00001

Continue reading The First Cabinet in Gone Home: A Close Reading

Inspiration and Gone Home

Some games feel inspirational. They do something so different or clever or well-crafted that they make you want to learn from them, to use the same techniques in your own work. Ico and Shadow of the Colossus are big examples: they helped inspire everything from Knytt (still one of my favorites) to, surely, The Legend of Zelda: Twilight Princess. Half-Life did this for the entire medium, to the extent that we are still feeling the meager aftershocks every time we watch a scripted game event while we wait for an NPC to open a door.

Gone Home gives me that itching sensation of inspiration. I want to make a game like this, one that depends on exploration and exacting observation. One that feels calm but also ominous. One that explores themes like love and family, however sentimentally. Unfortunately, the game is singular enough that I have trouble imagining an inspired work that isn’t hopelessly derivative.
Continue reading Inspiration and Gone Home