Tag Archives: interaction

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.

Branching Pathways

I write a lot about agency, the ability for a player to affect the outcome of events in a piece of interactivity. Most games we play have very little high-level agency; the player can determine how a battle is fought, but victory always results in the same outcome. Terry “Xoldiers” Cavanagh just released a game called “Pathways” that plays with the concept of agency. It turns out we don’t have any. Let me elaborate.

Continue reading Branching Pathways

Phyta: Games As Poetry

A dark vine climbs toward a dark sun, with a golden creature fleeing its approach.

In Episode 5, I discussed the difference between short form and long form video games and interactive fiction. I compared certain games to short stories and novels, but I didn’t discuss the third well-known form of artistic writing: poetry. A poem is a work of language where the properties of the language itself — rhythm, sound, and imagery — are as important (or more important) than the words’ literal meaning and the narrative content of the work.

When I think of “poetic” games, where the form is as important as the content, I think of Tetris. Tetris is a game with a very simple narrative: pieces are falling, and must be organized or else the game ends. The story isn’t very important. What stands out about Tetris is its feeling and gameplay: the imagery and form of the game. The excitement of the race against time, the satisfaction of clearing a row, and the imagery of building a wall and tearing one down, where any hole is a flaw.

Phyta,” by Abraham Parangi, is a poetic game.

Continue reading Phyta: Games As Poetry