Thursday, May 9, 2013

Critical links April

BIOSHOCK (best to worst)
http://frictionalgames.blogspot.se/2013/04/thoughts-on-bioshock-infinite.html
http://crypticsea.com/twined/bioshoot.html
http://clockworkworlds.com/post/47514171804/i-can-see-my-house-from-here-bioshock-infinite
http://clockworkworlds.com/post/47663113342/this-is-not-an-agent-bioshock-infinites-elizabeth
http://bphennessy.com/bioshock.html
http://dropouthangoutspaceout.tumblr.com/post/47055663161/bioshock-infinite-the-end-of-history
http://badassdigest.com/2013/04/03/hulk-vs-devin-vs-bioshock-infinite/
http://howtonotsuckatgamedesign.com/?p=9309
http://leighalexander.net/bioshock-infinite-now-is-the-best-time/
http://kotaku.com/an-effin-ai-in-bioshock-infinite-is-more-of-a-human-th-470825011
http://www.rockpapershotgun.com/2013/04/06/about-a-girl-assorted-thoughts-on-bioshock-infinite/
http://www.snakelinksonic.com/2013/04/theres-subtlety-then-theres-cowardice.html
http://www.brainygamer.com/the_brainy_gamer/2013/04/apotheosis.html

Infinite Regress | Stay Classy BioShock Infinite: an intelligent, violent videogame? - Read - ABC Arts | Australian contemporary art and culture reviews, news & videos What — Gamer's Advisory: Bioshock Infinite On and Off the Rails: The Problem of Player Agency in Post-Bioshock Games | ClockworkWorlds The Hall of Heroes: BioShock Infinite's Fort Frolic? • Opinions • Eurogamer.net The Vigor Of Oz: Bishock Infinite’s Wizardly Parallels | Rock, Paper, Shotgun Adrian Chmielarz on the first 300 seconds of BioShock Infinite, and why game openings are so important | Features | Edge Online Bioshock Infinite is a Metacommentary on the Nature of Video Game Storytelling | KEVIN JAMES WONG bioshock infinite | action button dot net Modern shooters and the atrophy of fun - The Tech Report Bioshock Infinite: Part 1 – Art Direction and Visual Storytelling | Terminally Incoherent Critical Incredulity • Columbia: Problematic Racism Theme Park to the anon who asked about BioShock Infinite | Flutiebear: Rambling My Way Through Thedas In Defense Of Religion In BioShock Infinite BioShock Infinite ending explained - ComputerAndVideoGames.com 


Random:
http://www.choiceofgames.com/2012/03/we-almost-flooded-the-xyzzy-ballot-box/
http://www.secondquest.vg/2013/04/02/deeds-or-hofmeier-destroys-everything/

Planescape-forumet med ideas och annat
http://frictionalgames.blogspot.se/2011/11/problem-of-repetition.html

Dear Esther:
http://www.unwinnable.com/2013/03/28/close-playing-dear-esther/

Feminism:
http://zoyastreet.files.wordpress.com/2013/04/memory-insufficient-issue-one-women2.pdf

Essentialism/game formalism:
http://www.raphkoster.com/2013/04/09/a-letter-to-leigh/
http://www.mattiebrice.com/triptychs/
http://www.blog.radiator.debacle.us/2013/04/a-letter-to-letter.html
http://dropouthangoutspaceout.tumblr.com/post/47791590888/on-universals-formalism-the-critical-reception-of
http://ohdeargodbees.tumblr.com/post/47911443396/mammon-machine-how-to-talk-about-a-system-and-who-gets


FROM:
http://www.critical-distance.com/2013/04/07/april-7th/

--

http://kambyero.com/tag/in-defense-of-bad-endings/
http://sortiv.com/?p=2177
http://brindlebrothers.blogspot.se/2013/04/quizzical-play-2-optimising-for-beauty.html
http://www.auntiepixelante.com/?p=1991

Friday, January 11, 2013

2012 video game lists

Updated favorite video games lists.

-1984

10    Solar Fox (Arkad)

9    Excite Bike

8    Millipede/Centipede

7    Boulder Dash

6    Galaxian

5    Pac Man

4    Hitchhikers Guide to the Galaxy

3    Pooyan

2    Robotron 2084

1    Jetpac


1985

Boulder Dash 2: Rockford's Revenge

10    Balance of Power

9    Bomberman

8    A Mind Forever Voyaging

7    Binary Land

6    Gradius

5    Space Harrier

4    Field Combat

3    Ice Climbers

2    Battle City

1    Super Mario Bros






1986

10    Alex Kidd in Miracle World

9    Solomon’s Key

8    Zanac

7    Adventure Island

6    Paper Boy

5    Bubble Bobble

4    Balloon Fight

3    Metroid

2    Super Mario Bros 2

1    Legend of Zelda


1987

10     R-Type

9    Zelda 2: Adventure of Link

8.    Rainbow Islands

7    Bureaucracy

6    Nord and Bert Couldn't Make Head or Tail of It

5    Maniac Mansion

4    Castlevania

3    Mega Man

2    Tetris: The Soviet Challenge

1    Dungeon Master






1988

10    Snatcher

9    Hidden Agenda (Jim Gasperini)

8    Space Harrier 2

7    Ghouls n’ Ghosts

6    Arkanoid

5    Spy vs Spy

4    Ninja Gaiden

3    Mega Man 2

2    Contra

1    Super Mario Bros 3


1989

10    Dig Dug 2

9    Twin Bee 3

8    Blazing Lazers

7    Cobra Triangle

6    Indiana Jones and the Last Crusade

5    R-Type 2

4    Prince of Persia

3    Adventures of Lolo

2    Dungeon Master: Chaos Strikes Back

1    Final Fight






1990
ActRaiser
Ducktales
Lost Patrol
Eye of the Beholder
Smash TV

10    Chip n’ Dale: Rescue Rangers

9    Castlevania 3: Dracula’s Curse

8    Super Contra

7    Ninja Gaiden 2

6    F-Zero

5    Mega Man 3

4    Loom

3    Lemmings

2    The Secret of Monkey Island

1    Super Mario World


1991

10    Mega Man 4

9    Another World

8    Sonic the Hedgehog

7    Super Ghouls n’ Ghosts

6    Ninja Gaiden 3: The Dark Ship of Doom

5    Monkey Island 2: Lechuck’s Revenge

4    Area 88/UN Squadron

3    Street Fighter 2: World Warrior

2    Super Castlevania IV

1    The Legend of Zelda: A Link to the Past


1992

Mega Man 5
The Legend of Zelda: Third Quest
Spider-Man/X-Men: Arcade's Revenge

10    Street Fighter 2 Turbo

9     Puyo Puyo
  
8    Pocky and Rocky

7    Sonic the Hedgehog 2

6    Jezzball/Maxwell's Maniac (Marjacq Micro/Dima Pavlovsky) 

5    Super Double Dragon

4    Teenage Mutant Ninja Turtles IV: Turtles in Time

3    The Magical Quest Starring Mickey Mouse

2    Super Probotector: Alien Rebels/Contra 3: Alien Wars     

1    Super Mario Kart


1993

Jurassic Park
Mega Man X  
World Heroes

10     Sonic the Hedgehog 3

9    Shadowrun
    
8     Gunstar Heroes

7    Bart Simpson's Nightmare

6    Doom

5    E.V.O: Search for Eden

4    Castlevania: Rondo of Blood

3    Sam & Max Hit The Road

2    The Legend of Zelda: Link's Awakening

1    Day of the Tentacle  


1994

Donkey Kong Country
Jazz Jackrabbit
Mega Man X2
Micro Machines

10    Cyberdogs

9     Super Star Wars: Return of the Jedi

8    Contra: Hard Corps

7    The Great Circus Mystery: Starring Mickey and Minnie

6    Puzzle Bobble

5    Beneath a Steel Sky

4    Uni Rally/Uniracers

3    Lode Runner: The Legend Returns

2    X-Com: UFO Defense/UFO: Enemy Unknown

1    Super Metroid


1995

Diddy's Kong Quest/Donkey Kong Country 2
Jumping Flash
Warcraft 2
Zoop

10    Micro Machines 2: Special

9    The Dark Eye

8    Full Throttle

7    Mega Man 7/Mega Man X3

6    Heroes of Might & Magic

5    Alien Soldier

4    Gunbird

3    Worms

2    Strikers 1945

1    Super Mario World 2: Yoshi's Island


1996

C-Dogs (Cyberdogs 2)
Dixie Kong's Double Trouble/Donkey Kong Country 3
Donpachi
Death Rally
Mega Man 8
Quake
Samurai Shodown 4: Yamakuzas Revenge
Sengoku Ace Episode II/Sengoku Blaede/Tengai

10     Resident Evil

9     Metal Slug

8    Leisure Suit Larry: Love For Sail

7    Three Dirty Dwarves

6    Tapestry (Daniel Ravipinto)

5    Nights: Into Dreams

4    Mario Kart 64

3    Diablo

2    Soul Blade

1    Super Mario 64


1997

Diddy Kong Racing
Dungeon Keeper
Duckman
Mega Man X
Need for Speed II

10    Blade Runner

9    Worms 2

8    Fallout

7    Croc: The Legend of Gobbos

6    Diablo: Hellfire

5    Castlevania: Symphony of the Night

4    Strikers 1945: Part 2
  
3    Starcraft

2    Dodonpachi

1    Final Fantasy VII


1998

Banjo Kazooie
Carmageddon II: Carpocalypse Now
F-Zero X
Gunbird 2
LSD: Dream Emulator
Medievil
Micro Machines V3
NHL 1999
Photopia (Adam Cadre)
Rockman & Forte
Sanitarium
Space Bomber

10    Liero (Joosa Riekkinen)

9    Fallout 2

8    Dink Smallwood

7    Commandos: Behind Enemy Lines

6    Hexplore

5    Starcraft: Broodwars

4    Grim Fandango

3    Baldur’s Gate

2    The Legend of Zelda: Ocarina of Time

1    Metal Gear Solid


1999

Aisle (Sam Barlow)
Commandos: Beyond the Call of Duty
Darkstone
Grandia
Guwange
Heroes of Might and Magic 3
Legacy of Kain: Soul Reaver
NHL 2000
Roller Coaster Tycoon
Soul Calibur
Super Smash Bros
Vib Ribbon
Worms Armageddon

10    Silent Hill

9    Exhibition (Ian Finley)

8    Castlevania/Legacy of Darkness

7    Final Fantasy VIII

6    System Shock 2 

5    Unreal Tournament

4    The Longest Journey

3    Baldur's Gate: Tales of the Sword Coast

2    Street Fighter 3: Third Strike

1    Planescape Torment


2000

Banjo Tooie
Diablo 2
DX-Ball 2
Dragon Blaze
Galatea (Emily Short)
Marvel vs Capcom 2: New Age of Heroes
NHL 2001
Space Channel 5

10    Ricochet (Counter-Strike)

9    Shade (Andrew Plotkin)

8    Escape from Monkey Island

7    Tony Hawk's Pro Skater 2

6    Rameses (Stephen Bond)

5    Shrapnel/9:05 (Adam Cadre)

4    Deux Ex

3    Elasto Mania (Balázs Rózsa)

2    Baldur's Gate: Shadows of Amn

1    The Legend of Zelda: Majoras Mask


2001

Conkers Bad Fur Day
Cyberd
Deadline, or, Being Douglas Adams (Gunter Schmidl)
Devil May Cry
Diablo II: Lord of Destruction
Final Fantasy X
Freak Out!/Stretch Panic
Frequency
Gothic
IF Arcade
Jak & Daxter
Kingdom Hearts
Legacy of Kain: Soul Reaver 2
Mario Kart: Super Circuit
Maximo: Ghosts to Glory
Pleurghburg: The Dark Age (Chrille Blomqvist)
Project Zero/Fatal Frame
Ribbons (J.D Berry)
Serious Sam
Super Monkey Ball
Zone of the Enders

10     Super Smash Bros Melee

9     Rez

8     Luigis Mansion

7     Castlevania: Circle of the Moon

6     Klonoa 2: Lunatea's Veil

5    Max Payne

4    Shadow of Memories/Shadow of Destiny

3    Baldur's Gate II: Throne of Bhaal/Ascension

2    Silent Hill 2

1    Metal Gear Solid 2: Sons of Liberty


2002

Castlevania: Harmony of Dissonance
The Embodiment of Scarlet Devil (Zun/Team Shanghai Alice)
Eternal Darkness: Sanity's Requiem
Ketsui
Mad Maestro
Ratchet & Clank
Sly Raccoon
Super Monkey Ball 2
The Trials of Odysseus Kent (Ben "Yahtzee" Croshaw)  

10    Hobo Soccer (Magic Whisper)

9    Psyvariar: Revision/Psyvariar: Medium Unit

8    Pop n’ Music 8

7    Guilty Gear XX

6    Super Mario Sunshine

5    Ikaruga

4    Noiz2sa (Kenta Cho)

3    Tony Hawk's Pro Skater 3

2    Metroid Prime

1    Metroid Fusion


2003

Amplitude
The Apprentice (Herculean Effort Productions)
Castlevania: Aria of Sorrow
Dance Dance Revolution Extreme
Espgaluda
Kya: Dark Lineage
Narcolepsy (Adam Cadre)
Prince of Persia: The Sands of Time
Samorost (Amanita Design)
Soul Calibur 2
The Legend of Zelda: Ocarina of Time/Master Quest
Tony Hawk Pro Skater 4
Warioware Inc: Minigame Mania
Yume Nikki (KIKIYAMA)
Zone of the Enders: 2nd Runner

10    Seiklus (cly5m)

9    Perfect Cherry Blossom  (Zun/Team Shanghai Alice)

8    5 Days a Stranger (Ben "Yahtzee" Croshaw) 

7    Beyond Good And Evil

6    dodonpachi DAI-OU-JOU

5     Silent Hill 3

4    The Legend of Zelda: Wind Waker

3    Star Wars: Knights of the Old Republic

2    Max Payne 2: The Fall of Max Payne

1     Parsec47/rRootage (Kenta Cho)

2004

A Case of the Crabs (Pinhead Games)
Beatmania IIDX 8th Style
Glass Rose
Go go roppongi Stick!
Imperishable Night (Zun/Team Shanghai Alice)
Metroid Prime 2: Echoes
Psyvariar 2: Ultimate Final
Polarium
Thief: Deadly Shadows
Tontie (Eyesmaze)
Tuboflex (Molleindustria)
Tumiki Fighters (Kenta Cho)

10    Levers (Patrick Smith)

9    Blue Chairs (Chris Klimas)

8    Cirque de Zale (Rebecca Clements)

7    Katamari Damacy)

6    Mushihimesama

5    7 Days a Skeptic (Ben "Yahtzee" Croshaw)

4    The Apprentice II: Knights Move (Herculean Effort Productions

3    Vampire the Masquerade: Bloodlines

2    Metal Gear Solid 3: Snake Eater

1    Star Wars: Knights of the Old Republic II - The Sith Lords


2005

Anna (Vince Twelve/xiigames)
The Apprentice Deluxe (Herculean Effort Productions)
Beatmania IIDX 9th Style/Beatmania IIDX 10th Style
Blue Wish (x.x)
Cave Story (Daisuke Amaya)
Cedric and the Revolution (Bernie)
Conker: Live and Reloaded
Donkey Kong: Jungle Beat
Electroplankton
Espgaluda 2
Guilty Gear XX Slash
Gunroar/Val & Rick (Kenta Cho)
Ossu! Tatakae! Ouendan!
Pop n' Music 11
Resident Evil 4
Soul Calibur 3

10    We Love Katamari

9    Killer 7 

8    Soviet Unterzögersdorf (Monochrom)

7    Psychonauts

6    Metal Gear Solid 3: Subsistence

5    Geometry Wars: Retro Evolved

4    Experimental Gaming: Tower of Goo, On a Rainy Day, The Crowd, Gravity Head, Square Off, Attack of the Killer Swarm, Riff, Attack of the Killer Swarm, Darwin Hill (Kyle Gabler)

3    Whom the Telling Changed (Aaron A Reed)

2    Jade Empire

1    Pathologic


2006

Automaton (Mr Colossal)
Blue Wish Resurrection/Eden's Edge (x.x)
Hallway of Adventures (Mordalles)
La La Land 5/La La Land 4/La La Land 3/La La Land 2/La La Land (TheAnemic)
Museum of Broken Dreams (Jonas Kyratzes)
Mushihime-sama Futari
New Super Mario Bros
The Shivah/Blackwell Legacy (Dave Gilbert)
Torus Trooper/Titanion (Kenta Cho)

10     Within A Deep Forest (Nifflas)

9     Beatmania IIDX 11: IIDX RED
  
8     Pop n' Music 12

7     WarioWare: Smooth Moves

6     Sam & Max Episode 1: Culture Shock

5     De Baron (Victor Gijsbers)

4    The Legend of Zelda: Twilight Princess

3    Spooks (Lively Ivy/Erin Robinson)

2    Guilty Gear XX Accent Core

1    Trilby's Notes (Ben "Yahtzee" Croshaw)


2007

Beatmania IIDX 13: DistorteD
Blackwell Unbound (Dave Gilbert)
Chalk (Joakim Sandberg)
Contra 4
Feed the Head (Patrick Smith)
Frozzd (Jesse Venbrux)
Game, game, game and again game (Jason Nelson)
Hyperbound (Michael Iantorno)
Knytt Stories/Knytt (Nifflas)
La Croix Pan (TheJBurger)
Mountain of Faith (Zun/Team Shanghai Alice)
Murder In A Wheel (Renzo “Eshaktaar” Thönen)
Nelly Cootalot (Alasdair Beckett)
Pacman Championship Edition
Sumotori Dreams (Péter Soltész)
Rorschach (Collecting Smiles)
Samorost 2 (Amanita Design)
S.T.A.L.K.E.R.: Shadow of Chernobyl
Trilby: The Art Of Theft (Ben "Yahtzee" Croshaw)

10     Garden of Coloured Lights/Excellent Bifurcation (Linley Henzell)

9    Sam & Max Season 1: Cont’

8    Mass Effect

7    Mondo Agency/Mondo Medicals/Clean Asia (Cactusquid)

6    Super Mario Galaxy

5    The Witcher

4    Bioshock

3    Portal

2    Passage (Jason Rohrer)

1    6 Days A Sacrifice (Ben "Yahtzee" Croshaw)


2008

Achievement Unlocked
Blue Wish Resurrection Plus (x.x)
Des Rêves Élastiques Avec Mille Insectes Nommés Georges (Deirdra Kia)
Do-Don-Pachi Dai-Fukkatsu
Fallout 3
Free Culture Game/Queer Power/Oiligarchy (Molleindustria)
Geometry Wars Evolved 2
How Many…
Little Girl In Underland (Lively Ivy/Erin Robinson?)
Psychosomnium/Seizuredome (Cactusquid)
Rescue: The Beagles (Nenad Jalsovec)
Self-destruct/Xoldiers (Terry Cavanagh)
Tension/The Void
Virtual Silence/Seven Minutes (Tuukka Virtanen)
The Witcher: Enhanced Edition

10    A Second Face (Jospin Le Woltaire)

9    Gateway II (Anders Gustafsson)

8    Nanobots (Lively Ivy/Erin Robinson)

7    Aether (Edmund McMillen)

6    Karoshi 2.0/Execution/Pazzon/Torque/Karoshi/Karoshi Factory/Karoshi:     Suicide Salaryman (Jesse Venbrux)

5    Gravitation/Police Brutality/Between/Perfectionism  (Jason Rohrer)

4    Dear Esther (thechineseroom/Dan Pinchbeck)

3    World Of Goo (2d Boy)

2    Metal Gear Solid 4: Guns of the Patriot

1    Braid (Jonathan Blow)


2009

!, Robot/Shifters Box (Ben304)
4 Minutes and 33 Seconds of Uniqueness (Petri/Kloonigames)
And Yet It Moves (Broken Rules)
Au Sable/All Our Friends Are Dead (Amon26)
Backup/Bars Of Black And White (Gregory Weir)
Blue Lacuna (Aaron A Reed)
Chaser (Connor Carpenter/shadestorm)
Devils Tuning Fork (DePaul Game Elites)
Eden’s Aegis (x.x)
Evidence of Everything Exploding (Jason Nelson)
Flower (thatgamecompany)
Play: Free Will - The Game (raitendo)
Gray (aeiowu/fucrate)
Gravity Bone (Brendon Chung/Blendo Games)
Harpooned (Conor O’Kane)
lose/lose (Zach Gage)
Korsakovia (thechineseroom/Dan Pinchbeck)
Mental Repair Inc (Renzo “Eshaktaar” Thönen)
Nestlings (Lewis Denby)
New Super Mario Bros Wii
The Path (Tale of Tales)
Repent (Aaron Oldenburg)
Small Worlds (David Shute)
Spectre (Vaguely Spectacular)
Super Karoshi/Focus (Jesse Venbrux)
Takishawa Is Dead! (Andrew Brophy)
Tales of Monkey Island
The Endling Archive (Kazuki Mishima)
The Secret of Monkey Island: Special Edition
Today I Die (Daniel Benmergui)
Walker & Silhouette (C.E.J. Pacian)
We the Giants (Peter Groeneweg)
White Butterfly (Linley Henzell)
Windosill (Patrick Smith)

10     The Company of Myself (Eli Pülonen)

9    Time Fcuk (Edmund McMillen, William Good & Justin Karpel)

8    The Marionette (Team Effigy/Auriond)

7    Silent Hill: Shattered Memories

6    Batman: Arkham Asylum

5    Judith/Don’t Look Back/Pathways (Terry Cavanagh)

4    Radiator 1-2: Handle With Care/Radiator 1-1: Polaris (Robert Yang)

3    Dragon Age: Origins

2    Everyday The Same Dream (Molleindustria)

1    Opera Omnia/Home/Therapy Game/Mirror Stage/The Black Yeti/Signifier (Stephen Lavelle/increpare)  


2010
    
...But That Was [Yesterday]/Together (Michael Molinari)
A House in California/Hummingbird Mind (Jake Elliott & friends)
Alan Wake
Amnesia: The Dark Descent
The Arm/Refus Q. Jibberjabber's Day Out/Flin McGraw's Last Day (tipp)
Beautiful Escape: Dungeoneer (Nicolau/calunio)
Being There (Jordan Magnuson)
Blades of Passion (Drew Wellman)
Crimzon Clover (Yotsubane)
Conquer the Shadow World/Lackadaisium (Ultimate Walrus)
Covetous/Good Fortune (Austin Breed)
Cow Clicker (Ian Bogost)
Depict1 (Retro Affect)
Digital: A Love Story (Christine Love)
Dragon Age: Awakening
Dual Transform (Andrew Plotkin)
Eternally Us (Ben304)
Feign (Ian Snyder)
Flaws (Jon Ingold)
Frenzy Defense (Jan Willem Nijman)
Hero Core (Daniel Remar)
Howard Glitch Game (Robert Allmand)
ir/rational (Tom Jubert)
Limbo (Playdead)
Loneliness (Jordan Magnuson)
Loved (Alexander Ocias)
My First Quantum Translocator
Norrland/Gamma4 (Cactusquid)
Octodad (DGE2)
One Chance (AwkwardSilenceGames)
Pac-Man Championship Edition DX
P0nd (Peanut Gallery)
Puji (Alexander Jhin, Matt McKnett, and Pat Kemp)
Puzzlebots (Lively Ivy/Erin Robinson)
QWOP (Bennett Fodd)
Sand-dancer (Aaron A Reed & Alexei Othenin-Girard)
Super Crate Box (Vlambeer)
Super Meat Boy (Team Meat)
Super Street Fighter IV
suteF (Ted Lauterbach)
Symon (Singapore MIT Gambi Game Lab)
Technobabylon – Part II/Technobabylon – Part 1 (James Dearden)
Tedium (EddieC)
The Dream Machine Chaper 1 & 2 (Erik Zaring & Anders Gustafsson)
Tower of Heaven (askiisoft)
Which (Mike Inel)

10    After (Aaron Oldenburg)

9    Memory Reloaded/Leaky Worlds: A Playable Theory (Molleindustria)

8    The Journey Down: Over The Edge (Theodor Waern)

7    VVVVV/Phobiaphobiaphobia (Terry Cavanagh)

6    Super Mario Galaxy 2
  
5    Mass Effect 2

4    Life Flashes By (Deirdra Kia)

3    Snakes of Avalon (Igor Hardy/Ascovel & Alex Van Wijst/Baron)

2    Looming/The Day/Narthex (Gregory Weir)

1    Treatise/Hush/Modernauts/Primitive Pattern/Starfeld/100 Names/Queue/The Terrible Whiteness of Appalachian Nights/The Rose Garden/Catalan/Cascode (Stephen Lavelle/increpare)


2011

A Mother's Inferno (Dadiu/David Adler)
Animal Puncher/A Mother in Festerwood (Austin Breed)
American Dream (Stephen Lavelle, Terry Cavanagh, Jasper Byrne and Tom Morgan-Jones)
At A Distance (Terry Cavanagh)
Batman: Arkham City
Cat and the Coup (Peter Brinson/Kurosh ValaNejad)
Crime Zone (thecatamites)
Fotonica
Glitchhiker (vlambeer)
Hot Throttle (Cacusquid)
Labyrinths (György Dudas)
NightSky (Nicalis/Nifflas)
No Longer Subject to Judicial Review (NiallM)
Raccord Sniper (Nicolai Troshinsky)
Rebirth (Daniel-D. "Guert" Guertin)
Soul Brother (Jasper Byrne)
Spent (McKinney)
The Stanley Parable (Cakebread)
Suction Co-op (Gustav Dahl)
Technobabylon Part III (James Dearden)
The Dream Machine: Chapter 3 (Erik Zaring & Anders Gustafsson)
The End of Us (Chelsea Howe & Michael Molinari)
These Robotic Hearts of Mine (Alan Hazelden/Draknet)
To the Moon (Kan Gao)
Wunderputt (dampgnat)
You Shall Know The Truth/The Book of Living Magic (Jonas Kyratzes)

10    Trauma (Krystian Majewski)

9    Jamestown: Legend of the Lost Colony (Final Form)

8    Negative Spacecraft (Chris Cornell)

7    A History of Democratic Process in Eire/English Country Tune/Salome/     Pirouette (Stephen Lavelle/increpare)

6    Rayman Origins

5    Balloon-Diaspora/Ruins (Jake Elliott)

4    Bla Bla (Vincent Morisset)

3    Maybe Make Some Change (Aaron A Reed)

2    Portal 2

1    Bastion


2012

.heartbeats (Sebastian Trelles)
As Slow As Possible (György Dudas)
Baldur's Gate: Enhanced Edition
Brace (Merritt Kopas)
Drawception
dys4ia (Anna Anthropy)
First Draft of the Revolution (Emily Short)
Hotline Miami
I Remember the Rain (Jordan Browne)
ir/rational Redux (Tom Jubert)
It's all Fun and Games Until Someone Blows Their Brains Out (Mikael Vesavuori)
Laza Knitez! (Team Buttfighters)
Lone Survivor (Jasper Byrne)
The Love Letter (axcho and knivel)
Mirrormoon (Team Focaccia)
Promises/The Good Sister/RAPIDFIE (Stephen Lavelle)
Resonance (Vincent XII)
Slender: The Eight Pages (Mark J. Hadley)
Super Hexagon (Terry Cavanagh)
The Colder Light (Jon Ingold)
The Republia Times (Lucas Pope)
Thomas Was Alone (Mike Bithell)
To What End (Chelsea Howe, Michael Molinari)
Unfinished Swan

10    Perspective (nfyre)

9    Anestesia (Pedro Paiva)

8    Vidiot Game

7    Journey Down: Over the Edge HD (Theodor Waern)

6    Journey (thatgamecompany)

5    Unmanned (molleindustria)

4    Mass Effect 3

3    Thirty Flights of Loving (Brendon Chung)

2    Almost Goodbye/Prom Week (Aaron A Reed)

1    Dear Esther


2013

Slave of God (increpare)




My inner (dualistically oriented) grown-ups favorite games:
These are my favorite games as deemed so by the intellectual within me, by the person within who does not wish to play games only for the sake of playing them or having fun or getting better at it or appreciating the aesthetics, and so on. These games are games that transcend the time which I spend with them and contribute to the dialogue I have with myself and others concerning matters of what a good life is, what justice can be, if love is possible, and other questions of prime importance. There are a number of games that fit neither here or in ”the list of my inner child”, which are those games that gameplay-wise are very good, yet I discovered them as an adolescent (or later), and the games which have adult themes and are very well-executed, yet do not seem to have themes which I necessarily think I can incorporate into my daily living, themes that do not make me remember the game in other contexts than that of nostalgia or video game criticism.

First stage
Baldur's Gate: Shadows of Amn
Bioshock
Deus Ex
Jade Empire
Max Payne 2: The Fall of Max Payne
Portal
Silent Hill: Shattered Memories
Legacy of Kain: Soul Reaver 2
Star Wars: Knights of the Old Republic
System Shock 2 

Second stage
Grim Fandango
Metal Gear Solid 3: Snake Eater
Metal Gear Solid 4: Guns of the Patriot
Opera Omnia
Portal 2
Silent Hill 3
Shadows of Memories
The Legend of Zelda: Wind Waker
The Longest Journey
World Of Goo (2d Boy)

Third (and final?) stage
Braid (Jonathan Blow)
Dear Esther (thechineseroom/Dan Pinchbeck)
Final Fantasy VII
Metal Gear Solid
Metal Gear Solid 2: Sons of Liberty
Pathologic
Planescape Torment
Silent Hill 2
Star Wars: Knights of the Old Republic II - The Sith Lords
The Legend of Zelda: Majoras Mask



Sequelitis
In a business where sequels abound and the question of ”why” seems to get it's most clear answer in fiscal numbers or notions of ”improvement” (of game mechanics and graphics, mainly), I have great respect and derive chunky joy from sequels which make their point of departure meaningful, and also have producers who are gutsy enough to support that willing departure from established sequel-conventions of ”bigger and higher”. And sometimes, that damn sequel with improved interface and graphics, or with more nuanced game mechanics, makes me question why I was skeptical to the ”now made perfect” sequel in the first place.

We identify a series – videogame or otherwise – according to how well it obeys the formal rules established by its predecessors, much as we identify the next number in a numeric set according to whether it was derived from the set's algorithm. The act of obeying those self-made rules (along with our awareness of such obedience) becomes a trope in itself, a behavioral habit that identifies us as consumers of a product. By demanding the continuation of a series, an audience can become as typecast in its desires as the product that it demands.

The cycle of iteration creates an illusion of progress without granting true progress – freedom from the cycle, from zero, from the set. Think of escaping the cycle as a return to a state of Taoist p'u – the uncarved block that represents receptivity, passivity, and the simplicity of beginnings. Sense cycles, repetitions of personal behaviors, can never be permanently discarded. However, they can be modified toward a better identity once a person, with self-awareness, leaves that state of p'u and tries to do – and become – something new. 1

Third place, first outing
Dodonpachi
Klonoa 2: Lunatea's Veil
Legacy of Kain: Soul Reaver 2
Sonic the Hedgehog 2
System Shock 2
Tony Hawk's Pro Skater 2

Second best, nigh the top stop
Fallout 2
Guilty Gear XX
Max Payne 2: The Fall of Max Payne
Portal 2
Star Wars: Knights of the Old Republic II - The Sith Lords 

First place, second row
Baldur's Gate 2: Shadows of Amn
The Legend of Zelda: Majoras Mask
Metal Gear Solid 2: Sons of Liberty
Silent Hill 2
Street Fighter 2: World Warrior



RPG's
1 RPG's
Baldur's Gate: Tales of the Sword Coast
Dragon Age: Awakening
Fallout
Fallout 2
Final Fantasy VIII
Mass Effect
Vampire the Masquerade: Bloodlines

2 RPG's
Baldur's Gate II: Throne of Bhaal/Ascension
Dragon Age: Origins
Jade Empire
Mass Effect 2
Mass Effect 3
Star Wars: Knights of the Old Republic
The Witcher

3 RPG's
Baldur’s Gate
Baldur's Gate: Shadows of Amn
Final Fantasy VII
Planescape Torment
Star Wars: Knights of the Old Republic II - The Sith Lords


Mods
Since mods often are community efforts, endlessly bettered and updated as a living ofganism, attributing them dates or specific authors can be hard. Sometimes it's possible, but for the sake of laziness I'll skip that part completely and just go ahead and tell you about the game modifications which have greatly contributed to my enjoyment of these (RPG) games.

Baldur’s Gate


Baldur's Gate: Shadows of Amn


Baldur's Gate II: Throne of Bhaal
Planescape Torment
The Bigg's Widescreen mod/Ghostdog's incredible UI mod
Qwinn's Planescape: Torment Tweaks
Planescape: Torment Ultimate WeiDU Fixpack
Planescape Torment: Unfinished Business

Star Wars: Knights of the Old Republic

Star Wars: Knights of the Old Republic II - The Sith Lords
TSL Restored Content Mod


Shmups
Boy did I used to love these. For the last five years or so, instead I've dropped out of sight, seeing how what is produced these days is very inspired by the Japanese arcade tradition. All right, so I used to love that tradition – these days I do not, but my taste for procedurally generated content and the opposite of punishing gameplay is still strong, even if it doesn't take much to put me off.

2CCQuality
Blue Wish Resurrection (x.x)
Cyberd (?)
Dragon Blaze
Eden's Aegis (x.x)
Eden's Edge (x.x)
The Embodiment of Scarlet Devil (Zun/Team Shanghai Alice)
ESPgaluda
Garden of Coloured Lights (Linley Henzell)
Gunbird 2
Jamestown: Legend of the Lost Colony (Final Form)
Imperishable Night (Zun/Team Shanghai Alice)
Psyvariar
Psyvariar 2
Tumiki Fighters
Ultimate Stage (?)
White Butterfly (Linley Henzell)

1CCQuality
Geometry Wars: Retro Evolved
Gunbird
Ikaruga
Mushihimesama
Noiz2sa (Kenta Cho)
Perfect Cherry Blossom (Zun/Team Shanghai Alice)
Self-destruct (Terry Cavanagh)
Strikers 1945

Beyond 1CC
Area 88/UN Squadron
dodonpachi DAI-OU-JOU
Dodonpachi
Parsec47 (Kenta Cho)
rRootage (Kenta Cho)
Strikers 1945: Part II

Independent Point & Clicks
High nostalgia factor for me, almost from the get-go, for some reason, even though I didn't exactly ”grow up” with SCUMM and LucasArts. I've clicked a lot in my life, and in games made in Adventure Game Studios especially, but I'm out of the loop also in this area. The genre needs less weird puzzles and, brace yourself, ”meaningful choices”. Or non-choices. But things that evoke some sense of purpose and has life-affirming qualities beyond the isolation of a puzzle.

2 Clicks Away From Total Awesomeness
Anna (Vince Twelve/xiigames)
Blackwell Legacy (Dave Gilbert)
Blackwell Unbound (Dave Gilbert)
Little Girl In Underland (Lively Ivy/Erin Robinson)
Mental Repair Inc (Renzo “Eshaktaar” Thönen)
Nelly Cootalot (Alasdair Beckett)
Rorschach (Collecting Smiles)
Technobabylon Part 1, 2, 3 (James Dearden)
The Dream Machine (Erik Zaring & Anders Gustafsson)
The Shivah (Dave Gilbert)
The Trials of Odysseus Kent (Ben "Yahtzee" Croshaw)  

1 Click Away From Total Awesomeness
5 Days A Stranger (Ben "Yahtzee" Croshaw)
7 Days a Skeptic (Ben "Yahtzee" Croshaw)
A House in California (Jake Elliott & friends)
A Second Face (Jospin Le Woltaire)
Cirque de Zale (Rebecca Clements)
Gateway II (Anders Gustafsson)
Murder In A Wheel (Renzo “Eshaktaar” Thönen)
The Apprentice Deluxe (Herculean Effort Productions)

The Clique
6 Days A Sacrifice (Ben "Yahtzee" Croshaw)
Snakes of Avalon (Igor Hardy/Ascovel & Baron/Alex Van Wijst)
Spooks (Lively Ivy/Erin Robinson)
Soviet Unterzögersdorf (Monochrom)
The Apprentice II: Knights Move (Herculean Effort Productions)
The Journey Down: Over The Edge (Theodor Waern)
The Marionette (Team Effigy/Auriond)
Trilby's Notes (Ben "Yahtzee" Croshaw)





Interactive Fiction
A genre wish I have held the highest hopes for, for many years now. Mostly I get frustrated over the interface problems and prefer ”less interaction” and more meaningful choices, which reflects what game I've put on this list too. And although also this is a genre I am utterly tired of right now, I have high hopes for what the future will bring.

X
9:05 (Adam Cadre)
Aisle (Sam Barlow)
Deadline, or, Being Douglas Adams (Gunther Schmidl)
Dual Transform (Andrew Plotkin)
First Draft of the Revolution (Emily Short)
Hitchhiker's Guide to the Galaxy (Douglas Adams/Steve Meretzky)
Narcolepsy (Adam Cadre)
The Colder Light (Jon Ingold)

Xyz
Being There (Jordan Magnuson)
Blue Chairs (Chris Klimas)
Blue Lacuna (Aaron A Reed)
Galatea (Emily Short)
Ribbons (J.D Berry)
Shade (Andrew Plotkin)
Tapestry (Daniel Ravipinto)
Walker & Silhouette (C.E.J. Pacian)

Xyzzy
Almost Goodbye (Aaron A Reed)
De Baron (Victor Gijsbers)
Exhibition (Ian Finley)
maybe make some change (Aaron A Reed)
Photopia (Adam Cadre)
Rameses (Stephen Bond)
Shrapnel (Adam Cadre)
Whom the Telling Changed (Aaron A Reed)


Horror Games

This is a list with the video games that has scared the most shit out of me. Most of these are not classic horror games with monsters, bur rather disconcerting experiences which through questions, atmosphere, and play make for the most interesting scares I've gotten. My favored type of horror puts the player in the dawning realization of being the evil force at work behind the horrors unveiling, or of going someplace bad with no choice except to comply. It plays with dissolution of identity, of losing sense of self in a world where there is barely any certainty as it is. It makes me ponder my place in the universe, or tries to psyche me out with confused realities. But it also makes me fear the next door, the next hallway, and the next apparition.

The games are arranged by category, and the top positions in each category are not necessarily the best games of those mentioned, but the ones that does what the category implies best.

Perhaps the best horror series ever, in par with Silent Hill, which only gets
better with every game and deserves special attention:

http://en.wikipedia.org/wiki/Chzo_Mythos


Subdued angst:
http://www.increpare.com/2009/02/opera-omnia/
http://mikeinel.deviantart.com/art/Which-Short-Game-152503626
http://www.indiegames.com/2010/09/browser_game_pick_the_day_greg.html
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1228
http://distractionware.com/blog/?p=759
http://www.jonas-kyratzes.net/games/the-museum-of-broken-memories/
http://xiigames.com/anna/
http://en.wikipedia.org/wiki/Super_Castlevania_IV

Existential displacement:
http://en.wikipedia.org/wiki/Metal_Gear_Solid_2:_Sons_of_Liberty
http://www.eurogamer.net/articles/r_pathologic_pc
http://www.increpare.com/2010/11/treatise/
http://en.wikipedia.org/wiki/Planescape:_Torment
http://en.wikipedia.org/wiki/Legacy_of_Kain:_Soul_Reaver_2
http://en.wikipedia.org/wiki/Deus_Ex
http://playthisthing.com/pazzon

Twisted, uncanny, disgusting and freudian:
http://en.wikipedia.org/wiki/Silent_Hill_2
http://en.wikipedia.org/wiki/Silent_Hill_3
http://en.wikipedia.org/wiki/Silent_Hill:_Shattered_Memories
http://en.wikipedia.org/wiki/Silent_Hill_%28video_game%29
A Mothers Inferno Dadiu/David Adler
http://forums.tigsource.com/index.php?topic=5395.0
http://en.wikipedia.org/wiki/Fatal_Frame
http://en.wikipedia.org/wiki/Killer7

Psychological:
http://en.wikipedia.org/wiki/Sanitarium_%28video_game%29
http://www.freeworldgroup.com/games6/gameindex/gateway_2.htm
http://snakes.hardydev.com/

Mind games:
http://en.wikipedia.org/wiki/Portal_%28video_game%29
http://www.kongregate.com/games/AlexanderOcias/loved

POEtic:
http://en.wikipedia.org/wiki/The_Dark_Eye_%28video_game%29
http://en.wikipedia.org/wiki/Dear_Esther

Lovecraftian:
Amnesia: The Dark Descent
http://en.wikipedia.org/wiki/Eternal_Darkness:_Sanity%27s_Requiem
http://www.moddb.com/mods/nestlings

Cyberpunk/identity:
http://en.wikipedia.org/wiki/System_Shock_2
http://en.wikipedia.org/wiki/Metroid_Fusion
http://www.moddb.com/mods/korsakovia
http://gamejolt.com/freeware/games/puzzle/sutef/4195/
http://www.joltcountry.com/trottingkrips/shrapnel.html
http://www.indiegames.com/2010/08/howard_glitch_the_youtube_indi.html
http://en.wikipedia.org/wiki/Beneath_a_Steel_Sky

Nightmarish confusion:
http://www.newgrounds.com/portal/view/542658
http://www.newgrounds.com/portal/view/511754
http://www.gamemakergames.com/?a=archive&submit=1&searchtype=creator_name&search=TheAnemic (La La Land Series)
http://en.wikipedia.org/wiki/LSD_%28video_game%29
http://www.yoyogames.com/games/26339

Atmospheric otherworldliness:
http://www.indiegames.com/2010/07/browser_game_pick_looming_greg.html
Yume Nikki
http://www.thedreammachine.se/
http://www.devilstuningfork.com/
http://www.asecondface.com/
http://en.wikipedia.org/wiki/Limbo_%28video_game%29
http://rpgmaker.net/games/2068/

Disconcerting/surreal:
http://www.gamemakergames.com/archive/the-arm
http://indygamer.blogspot.com/2007/12/mondo-agency.html
Ib (kouri)
http://cactusquid.proboards.com/index.cgi?board=games&action=display&thread=13
These Robot Hearts of Mine Alan Hazelden (Draknet)
Animal Puncher (Austin Breed)
http://www.indiegames.com/2010/06/trailer_norrland_cactus.html
Hotline Miami
http://www.indiegames.com/2010/09/browser_game_pick_feign_ian_sn.html

Exploration based fear:
SCP - Containment Breach
http://en.wikipedia.org/wiki/Diablo_%28video_game%29
http://en.wikipedia.org/wiki/UFO:_Enemy_Unknown
http://en.wikipedia.org/wiki/Super_Metroid
http://en.wikipedia.org/wiki/Metroid_Prime
http://en.wikipedia.org/wiki/Jurassic_Park_%28SNES_game%29

Twitchers:
http://en.wikipedia.org/wiki/Doom_%28video_game%29
http://en.wikipedia.org/wiki/BioShock
http://en.wikipedia.org/wiki/Resident_Evil_4


I do recommend you trying some of these out, most of them are short indie games which do not take more than half an hour to complete.







Saturday, March 31, 2012

Mass Effect 3 Ending link collection

http://www.themarysue.com/everything-you-need-to-know-about-the-mass-effect-3-ending-controversy-as-spoiler-free-as-possible/


http://www.kotaku.com.au/2012/03/watch-mass-effect-3s-different-endings-see-what-all-the-fuss-is-about/


http://www.gamefront.com/mass-effect-3-ending-hatred-5-reasons-the-fans-are-right/
http://www.rockpapershotgun.com/2012/03/14/mass-effect-3-the-end-of-an-epic/

http://www.rockpapershotgun.com/2012/03/19/bio-beware-the-latest-on-mass-effect-3s-ending-drama/


http://www.rockpapershotgun.com/2012/03/19/whats-right-with-mass-effect-3s-ending/
http://kotaku.com/5892074/why-mass-effect-3s-ending-doesnt-need-changing-spoilers
http://direcritic.com/2012/03/20/in-which-squaresoft-wrote-a-bioware-game-spoilers/
http://www.popmatters.com/pm/post/156601-

http://www.rockpapershotgun.com/2012/03/22/frozen-synapses-changed-ending-a-mass-indie-effect/
http://www.rockpapershotgun.com/2012/03/21/mass-effect-3-ending-saga-near-an-end/
http://robotgeek.co.uk/2012/03/21/bioware-promises-mass-effect-3-epilogue-based-on-fan-opinions/

http://robotgeek.co.uk/2012/03/19/in-todays-no-really-this-actually-happened-news-angry-mass-effect-3-fans-are-genuinely-taking-their-complaints-to-the-ftc/


http://www.forbes.com/sites/erikkain/2012/03/13/mass-effect-3-and-the-pernicious-myth-of-gamer-entitlement/
http://nightmaremode.net/2012/03/fans-capitalism-and-mass-effect-3s-ending-oh-my-17604/



http://knowyourmeme.com/memes/events/mass-effect-3-endings-reception/photos
http://imgur.com/ZrHPY
Hitler reacts:
http://www.youtube.com/watch?v=b33tJx8iy0A&context=C4b1aab3ADvjVQa1PpcFMsZ8BM742bWfBQguRL-47awXWtOsmyCPE=

Thursday, March 8, 2012

Opinions presented to Avellone

Big text a-comin, with my humle opinions. Quotations not attributed always, so I don't claim it's my text. But I do agree with what is said!


To win is to lose, but to play is to experience an enrichment that cannot be scored.
– Patrik Dugan

This is the premise for the type of experiences I wish to see more of in video games, and RPG's especially since they are one of my favorite game genres. Following this, I hope to explain what I would sign up for in a beat on kickstarter, and I also hope to inspire to make something different with this text. I'll talk of concepts such as player privilege and power fantasies, and hope to illustrate how a game focused on different types of approaches than those that are regularly sought for and presented, could enrich my life and the life of others.

My main backdrop/comparison/scapegoat will be a contemporary experience, that of Mass Effect. I love it and count the days to the finishing installment of the series, yet I am continually disappointed by what Bioware does with the series too. What is written in this text is what I wish for in Mass Effect 3 but will probably not get, so I'm asking you to consider these ideas. The following quote will pinpoint one central theme surrounding this continual disappointment:

Some of my favorite gaming experiences have been those rare occasions where, out of nowhere, a game changes the way you see the world, or teaches you something about yourself. Recently, James told me of such an experience he had. A video game asked him a question he couldn't answer.
– Extra Credits, Enriching Lives

In games, I (my player character) ask questions to other characters even though I really shouldn't in order for the experience to have a genuine tone, compelling, and true, simply because I want info and to develop relationships. I also say things because they give me more content. Because I know that not saying anything is read by the game as not interacting with the system, as not playing. What happened to listening? Don't just do something, stand there! Like for example when refusing to enter a conflict and resolve it for two people (the hanar who needs a license to preach and a s-sec officer); no such option, no experience rewarded for that attitude, no dialogue option other then "hey, see you later". If I do not actively choose for these people, the game stays in the limbo of unresolved conflict, and the mission cluttering my journal, even though I deem myself to finished here. As has been said before:

“When discussing the issue of domestication, the posit developers have been assuming is that “any game must be manageable and should be 100% completed by anyone” and we are against that.
Basically, the domestication has to do with three things: the fear that, without direction, players will feel frustrated and abandon the game; the idea some publishers have that whatever resource used on something not discovered by the player is a waste, and the increasing desire from gamers and developers for tighter, better constructed stories.”

Even when on covert missions, I speak very openly, because games dictate me too, because somehow the directors make is so that the suspense isn't broken by my flaunting every which and where I come from and I'm going to, and because I'm scared I'm missing out on not speaking to people (meaning, I approach them), and I'm not being rewarded for actively thinking about whom to speak or not, except for in my own head where I create all sorts of theories concerning things. Too bad that when I finally approach someone or continue, it becomes all too clear that what I'm thinking is not on the minds of the developers. Being careful is seldom rewarded, or rather being open is seldom punished. Only as of late has there been some instances where you enter an apartment, take something, and then someone tells you that you shouldn't do this type of thing, it comes back to haunt you, etc. But this has become more of a running joke which may happen once or twice in a game, more than anything else... Most of the time, dialogue is unilateral, with npcs not approaching me, and I asking all the questions as if inhabitants of the world I go to are signposts or idiots, marveling at my grandeur or having nothing better to do with their time. Sometimes I imagine I'm having the experience of a cop in this aspect.

Now, punishment is a hard and perhaps misdirected word when describing what I think developers should do. Perhaps reveal, acknowledge, broaden, make deeper, are better suited words. When I know that I can approach everyone and talk to them because even if it ends up in a fight, I can beat them, suspense, and a sense of danger, of agency, of real threat, of real consequences, becomes smaller. If I get experience and items from the fight, all the better that I bad-talk people! So, all viable options to solve problems should get you experience, if not one is to be preferred over the other. But even if punishment perhaps isn't the best word, there does lie something in it, the notion of violence and how the artist can give us what we don't think we want, yet really want...

"You learn through tragedy. Perhaps Fate of the World isn't actually about figuring out how to save the world, or even about being a dark and smart strategy game. It's about getting behind the rhetoric and gaining a meaningful understanding of the many dreadful things we're doing to our home."

Perhaps a game with the concept of wabi-sabi as inspiration then? Wabi-sabi represents a comprehensive Japanese world view or aesthetic centered on the acceptance of transience. The aesthetic is sometimes described as one of beauty that is "imperfect, impermanent, and incomplete". For Campbell, the function of myth is to invoke a sense of wonder, majesty, of life. Death can so do, can give hope, be inspiring, and lead to rebirth, but this is not often the case in video games sadly. There, death is not even canon fodder for the progress of story, but a skill check for the player avatar or the player. And though not necessarily problematic, and I'm not arguing it leads to more violent behavior or something, it has been done over and over again.

This is our world, surely! And some games should reflect that, because it would give a richer emotional experience. Planescape Torment had this, and KOTOR2 too, both some of my absolute favorite games. Both of those were quite text heavy, had a lot of depth to their characters, but also gave me an awareness that there was much more beyond that which was seen. I couldn't trust those who were my team members, doubts ensued as to my moral choices, and I struggled with who I was, and perhaps also becoming. And death, though for some people uninspiring but neat in Planescape, invoked a larger sense of mystery of life, of grandeur. I did not find it cheap, as if I'm being manipulated, but made with love.

What lies at the other range of this wabi-sabi, in a sense, is the aesthetic which invokes power fantasies. "Power fantasy is the thing we do best in games. We excel at giving players a feeling of power over their surroundings, at letting them feel the satisfaction of starting out weak and becoming invincible, until they are the kings of the world, the rulers the universe, they have vanquished evil, saved the girl, and finally gotten to that really high ledge by exploding a rocket at their feet."

Well, I'd like for gamers to know what it’s like to be weak because it’s in times of hopelessness and darkness that people have struggled and overcome adversity. The whole point of introducing peril, fear and weakness in games is so that players may overcome them through their own ability, simultaneously improving their skills and building the good kind of confidence, the kind that is aware of its faults but overcomes them, instead of the kind that thinks it’s invincible and invulnerable. Almost without fault, in games I end up feeling invincible, or not aware of my weaknesses. Where are the things that haunt is? In my life, it's the same thing coming back again and again, similar emotional turmoils connected to my upbringing, or problems in relationships. Where are these in games? Yes, we control the player character Everyman in medias res, but perhaps a "fully portrayed" character is the way to go sometimes? A character we wish to control, or perhaps sometimes do not wish to control, yet relish, in horror sometimes, in figuring out how to "play that character well" in a way that contributes to the story as whole, to the development of other characters, or to a sense of majesty. Sort of like in Adam Cadres Varicella, or Stephen Bonds Rameses, where the player character has a very fleshed out personality. One could claim that if done this way, the game would no longer be an rpg, and I will not argue... But right now I'm struggling most of the time with my Shephard in Mass Effect simply because my thoughts concerning the direction that Shephard wants to go are different than that of Bioware. Since I'm working with aliens, spared the rachni queen, and have a generally post-humanist approach to things, why this complete nonsense of "saving humanity", "working for humanity" that my Shephard spews around all the time? I get not specific context, to I try to create my own character. Yet the dialogue options lock me in something which I cannot specifically pinpoint, and is dissonant with some of the other game/narrative elements. Yes I sacrificed the council at the end of Mass Effect, but not to install humanity as the primary species! It was for the good of the galaxy for fucks sake!

End of rant one. Ok, so a combat system/main mechanic or something similar which lets you know you weaknesses then, more. Because what happens when we play too much combat, put games in the hands of men and their fantasies? Perhaps Fight Club? Quote:

“I believe we are witnessing a two-fold process that consists, on one hand, in the separation of civilians and soldiers from the reality and the consequences of the war through technology and secrecy such as the myriad of undercover drone operations around the world. And, on the other hand, in the pervasion of stylized, sanitized or redacted depictions of war in news and entertainment. I’m sure older gamers are aware that the real war doesn’t look like Modern Warfare, but I fear that the proliferation of these cool, sexy representations has a overall soothing effect. This reinforces the doctrine of the endless global war, it turns what is supposed to be an exception, the last resort in conflict resolution, into something normal, a little thought in the back of our minds, a low intensity buzz that accompanies our everyday life.”

Winter Voices may not be a good game, but hear this:

"Easily the most impressive aspect of Winter Voices is how it manages to gracefully transport the framework of a tactical RPG – classes, experience points, skills, quests and battles – into a stark and comparatively realistic setting. As I mentioned above, the game is about getting over the death of your father. Winter Voices: Avalanche opens with you paying your last respects to his body, quickly moves on to his rustic cremation, and from then on you’re free to wander and talk to the simple folk of the sad, snowbound community in which you live, and engage in pitched battles.
The battles are – wait for it – entirely metaphorical. If you approach a building that featured prominently in your childhood, or for whatever narrative reason your character is overcome by despair, a fight starts as you’re assaulted by spirits and memories which chase your character around the map in a fairly straight tactical style."

I get that games are compelling because they are simpler, fairer and more empowering than real life. They are simpler because the levers for succeeding are more immediate to understand. This is what art is about; managing economies of space and time to pinpoint certain things and juxtapose them with situations that would not occur spatio-temporally outside the world of art, yet has similarities and approaches that enrich each-other. Games are fairer because the results from manipulating those levers (taking action) are clear and predictable, and they are more empowering because the player is able to effect significant change in the game world. So the immediate appeal to be swept up in the fantasy of the game is there (you can win), and players dive in. But power fantasies tend to revolve around dominating one's opponents, and genres typically invested in domination revolve around combat of some sort or another, about having a growing sense of superiority. Mark these tendencies, call out the player when zie treats others bad or deems hirself the most important person in the plot!

One remedy to the simplified world views and safe escapism/empowerment of games would be that the protagonist character is someone the player is intended to feel for rather than envy, or feel threatened by which leads to idealization and hope that some star dust will fall off this person and onto you. You lose empathy for your character because you never experience having to go through what zie went through in order to be good at hir job. You get the double of the envy of those in a lower position, which if one would have a marxist approach would lead to a false consciousness; admiration on one hand, and rebellion on one.

Now, again: punishment is not the best word, and likewise isn't describing empowerment as only bad. But think about what sorts of empowerments there are instead, and what is the typical experience, what can be done more. I crave a different type of experience anyway. Just look at commercials for Mass Effect 3, for example. "Decide how it ends". Why do we have this choice? Isn't it a spoiler of tremendous proportions to put this in a trailer, I mean really? How come nobody notices? Because choice is immanent, taken for granted, in games. And being a co-author is something to be excited about when playing games, and even when reading a book and being a co-author in the sense of interpreting and making out meaning for oneself, but when Bioware puts it this way, I get disappointed. Once again I will struggle with knowing how things can turn out, but not wanting to know, or not feeling heard, disrespected, that my type of experience (not reloading with failing a loyalty mission) will not be rewarded but instead will lead to less content. If a character dies, that part of the game is shut off, rather than opening up the possibilities of mourning. Or something may happen, but on a different planet, in a different galaxy. Keep it closer to the heart, even if political ramifications are interesting!

As someone wrote: Bogost describes the sequence in which Ethan makes dinner for Shaun,
“Ethan sits as Shaun eats, his pallid face staring at nothing. Time
seems to pass, but the player must end the task by pressing up on the
controller to raise Ethan from his chair. The silent time between
sitting and standing offers one of the only emotionally powerful
moments in the entire game.” (Bogost 2010) This moment of silent
contemplation only occurs because the player chooses not to act, to
ignore the prompt that appears on the screen1. It is a powerful and
meaningful moment because of all that is left unsaid. Sticking to
Shaun’s schedule is simply going through the motions, what the player
wants is for Ethan to somehow repair their relationship. To try
something. Shaun’s relationship with Ethan is so awkward and strained
that the player desperately seeks a father-and-son moment that
provides some hope for the future. “The game would clearly like the
player to believe that this chapter will allow the player to alter the
game’s narrative based on decisions made on behalf of Ethan.” (Bogost
2010) Perhaps Shaun will warm up to Ethan if he simply accompanies
him? Maybe if they both sit on the couch together watching TV? Perhaps
if Ethan cuts Shaun some slack with the strict schedule letting him
stay up later than usual? All of these moments are examples of
consciously choosing to ignore the prompts and instructions on the
screen, in order to create meaning for the player from the character’s
circumstances.

In Mass Effect, binary solutions circle around the notion that the player will solve things for hirself, with all that might, all that agency. I may become/get renegade/paragon points by non-choice since the game doesn't give me option of giving people over to the authorities, but instead the binary choice of killing or letting go. Why this obsession with me and just me doing all the "problem solving"? Oh yes, I'm a Spectre, and it can to some degree be explained in the grander narrative of things. But that's just part of the problem! In Mass Effect, I'm a spectre, in Dragon Age I'm a gray warden, so I am chosen ones, going beyond the law, this fantasy of being the cowboy, once again. Why not make a game about not dealing massive amounts of damage, but about dealing with shit we can't solve? Being the little man, or a tragedy where we start out great but become smaller? In video games this is only made so in order for us to regain our strength, as in Metroid games, or Symphony of the Night. Arguably, this is not the case in Majoras Mask, which has very interesting theories concerning growing up, thoughts more gamers should be acquainted with at least.

Majoras Mask is a nice place to go from here, because there the world is static, in the sense that it's the same pattern occurring over and over again, yet the experience is so different from other zelda games, that the inner movements of the player strike different tones. The inhabitants of the game are all about not changing, and about helping them across that threshold. The world of Mass Effect is static, but is only lazily so, in a way. I can most of the time go back and say things, resolve a case, or take up someone on their offer, because time stands still. In the second installation, quick time events were introduced, which had their fair share of problems, but were interesting nonetheless. When things disappear from conversation wheels though, because the kairos/moment is behind us, I get mad at the game because I am denied player privilege, but also because I have a sensation of being cheated, because it is not consistent with my relaxed approach to the game. Sure there are hints, and static conversations/dialogue wheels are on the left side, paragon is up, renegade is down, etc, but still. It's ironic then, because I want more of that, but also want more clarity concerning the rules, because there is a dissonance there which isn't explored in any way I find meaningful, but rather gives the feeling of beings haphazard and mistakenly a dissonance.

There is much interesting to be said concerning agency, and whether one can claim to have agency in a have where one does not know the consequences of ones actions, but there are also some things to be said for subverting expectations, surprising people. I thought The Witcher was the RPG (of those I played the last years) with most interesting moral choices and effects springing from these. But both there, and in Mass Effect, one can speak of another kind of "player" privilege, namely that of the one who "games the dames" and collects them as trophies, as was the case in Witcher. Why is it that I in RPG's almost unequivocally can "romance people who are meant to be romanced", ie people whom I can approach to romance, and never get turned down by anyone? It becomes a matter of playing "the game" well, instead of dealing with rejection, building a relationship on frail grounds, emotional turmoil or something else. Why seldom problematic romantic relationships in games? I felt there was something going on just there with Liara in Shadow Broker DLC, but then it fell flat sort of. As a good remedy to conquests and achievements, I would claim that Braid and the philosophy of Jonathan Blow is a good starting point, where zie stresses the importance of intrinsic vs external reward schemes.

I would claim it's not a very meaningful agency one has when one can approach many databases at same time, choose to go to a certain planet over another. Sure, sometimes a small difference can be seen, as when Liara becomes half out of hir mind when saved if one waits with saving Liara until the end. But is it all that interesting, and what are we missing out on? Perhaps a more linear story with more npcs integrated in the main story, and not just spread around, more loosely connected to the common cause. Weird thing is, I'm saving the world yet have time to help old ladies cross streets, or help out people with their loyalty missions. Perhaps this game design does work in a sense, because my approach to the game is relaxed to the extent that I do not play straight for 30 hours but come back to it from time to time, but the question is then if I couldn't get into the state of suspense and belief in the illusion that "time-is-running-out" quite quickly anyway, whence it would make sense to have a more linear story with an added time element, where we even would have to choose what to do, instead of when doing it? Damn it, I wish to contemplate over loss, that I cannot save the whole world, or sometimes cannot even choose which person to sacrifice! Planescape was about myself/The Nameless One (and those I affected), about the journey, and not about saving the world, and for that I'm eternally grateful. :)

Another problem with npcs is that what I recommend to my npcs becomes law very often, even if it isn't a response that is grounded in the persuasion- or threat-mechanic (also this being questionable to me, as it attunes players to gaming instead of playing, and in allocating stats rather than empathizing and listening to what makes the characters tick). Should Mordin destroy the research stations possibly unethical findings, in Mass Effect 2? Zie asks me, and for me it comes across as a choice, with the same considerations as for Mordin, instead of my voicing an opinion, because I believe that what I'll say will become law, for Mordin, for me, for the galaxy at whole. And what if I just want to say something, but don't even believe it, or want my player character believe it? Except for the occasional indicated "I promise (lie) ", I get no choice of doing this. And when I have, it barely matters because my player character doesn't change anyway: the future dialogue options aren't affected by what my character has said before, except for when it's connected to gaming (persuasion, and getting points in persuasion by persuading), or if it's about gaining information before and now being able to continue that specific thread. And even if I choose the option of lying about saving someone at the beginning of the mission, I never get the option of changing my position at the end of the mission and what I lied about is about the be set into action. Why take away control from me there because I made a choice before? Isn't it more powerful to let me decide once more if I'm on the same track now after the mission, if something has affected me? Perhaps even give me the option to come clean and say to the person it concerns that I was planning on cheating them?

Character development in the Bioware formula is connected mainly to loyalty missions and Normandy/Camp area, and some characters develop even though nothing happens to them because they aren't brought along on missions and hence only sit there on deck. This is a structure that works, because it opens up content even if you decide to play with only the same two characters... But in the end, it sort of doesn't surprise much still: I complete loyalty missions, and then everyone is ok, The Illusive Man and Cerberus' mission rapports being the only flicker of doubt we get concerning the characters and their psyche and loyalties, except from other npcs. Shouldn't someone just loose it, go crazy, discover that since they now have solved their most prominent problems of family and ethics, that they have no reason to go on anymore? Why is there a catharsis, without fail, with no following resentment towards those who would make you come relax and come apart, no misplaced judgments discovered, no depressions following a longer time of extreme fatigue and goal reaching?

During main missions though, there is not as much voice/growth. Not much voicing of characters during the main mission, which is the mission that should hold very much weight and change people, their call-to-action. One could argue that we as players grow more during the loyalty missions than main missions too, but it does break the flow and sort of creates a disharmony, a split world, a disconnect. In the first Mass Effect, forget about specific character voice. To create a character dynamic during missions, Bioware set up two roles always attributed to the characters you bring along for the mission, resulting in the epiphany during replay that what one character said during a specific mission on the first play-through, another character says during the same mission if brought along. Since the dynamic is set along two axises, when bringing two characters that fall close to each-other on one of the axises, one of them has to say something non-characteristic for them, for the dynamic to work. It clings false, and leads either to this type of disharmony, or to characters says very non-specific, not committing things during missions, either option being sub par. And since one of my rules for good writing is to write character specific dialogue, which shouldn't be able to be mistaken as to whom it comes from, this becomes a problem.

In general, I would say that japanese RPG's have a very different approach and integrate main characters into the main story much more. They, on the other hand, have a tradition of not giving the player much choice of co-authoring the story, or developing/affecting the player character and what this one says as such. Japanese RPG's, more than any perhaps, invoke the power gamer within me, the one who mainly cares about numbers, breaking systems, maximizing stats, conquering the world. And this is bad, because it makes me want to game the game, which isn't emotionally satisfying, yet sucks me in. I would not be afraid to say that this is an addiction, and game design that caters do addicts of my sort. One way to alleviate this at least a bit is to always make it possible to change stats around. Why not? If the stats are connected to the narrative in a meaningful way, sure, I get why you couldn't, but if you even can change your class from one game to another, certainly it doesn't mean much. When the combat is procedurally so damn disconnected anyway from the narrative, and my team mates most of the time say so little anyway that I'd sometimes rather choose characters to bring along for a mission after their skill tree than to create a specific type of dynamic (bringing Legion, the Geth, onto the Quarian Fleet, who were driven out of their homes by the Geth, being one of the dynamical exceptions that the game registers), why not? I would say that just as I want drugs off the street in a sense because it would lead me into temptation, I don't want to have the decision/choice of gaming the game, getting more points for certain types of actions, because I am an addict and have always hitherto been tempted and to some degree gotten stuck in "that jungle where a dialogue option that is blue seemed more satisfying than one that is white" once more. Bastion was a real challenge for me because of this, since the narrative was what interested me and drove me, but kind of got harder and harder to focus on as time went on...

Managing equipment is bullshit for me, and picking up items is too. Why this micro management, all these small choices? Breaking up flow? Well, in a sense, certainly, but are there no better ways? Perhaps gazing at the surroundings, or, god forbid, take a break from playing the game, doing some gymnastics so as to not get problems with the back? It's like designers imagine us sitting there for five hours straight when playing, and therefore put in these lame mako missions, or some gattling gun sequence, parts of the games which to me most of the time come across as tacky and not very satisfying. And playing the game five hours straight? This is mostly not the case for me anymore... so even if I want a journey that would take its take, so it means also that I would want to take time with it. For me, it's kind of stressful to have all these different missions in the journal at the same time, and again there is a problem of me managing myself which ones to focus on, since I have the completionist drive, and the drive to approach npcs according to area, rather than approaching one, leaving the area, returning, getting the next mission, etc.

The problems of micromanagement I think is in many games is an experience that is beautifully illustrated in molleindustrias Unmanned, where the main premise of the game is a split screen, divided attention, and where you as a soldier for the army might be speaking to your son on one hand, and trying to win a first person shooter that the two of you are playing at the same time. How to manage? Another spin here is then that you get medals for "being a good father" instead of those more macho achievements you would expect from a game with soldiers. I think that there is then the problem of "game elements" proper/what most people perceive as the main mechanic, distracting from other gaming/narrative elements, a dissonance, but also the dissonance of integrating these two so that they make sense. Why is Drake a good guy yet leaves so many bodies behind in the Uncharted Series? Yes, it's that term ludonarrative dissonance that I'm approaching that has gained some popularity. Not more said about this though, just that it's very important for immersion.

The gamerific mission distracts from creating meaning outside the scope of win/loss conditions and how gameplay pertains to these. You game? I am. Always. Scrounging for weapons, squinting for ammo. Things that let me be at my best, complete things in the best way possible, and prepare for future showdown. Things to distract me from architecture, level design and narrative, that let me sift through what's what and create a meaning for what I am doing, create a context for my actions. Instead, I just take my fix, and on to the next, and on to another one bites the dust. Searching for objects to interact with distracts from seeing the surrounding holistically. Why not highlight the interactive elements? The search for me becomes neurotic, distancing. The issue with intermediary content is that, over time, you just stop giving a shit about what all these people are saying. The NPC might be telling the most tragic story in the world, but the player’s motivation is still disrupted because they’re likely more focused on trying to resolve a quest. You click through the dialog, follow the compass, kill whatever is there, and report back for your reward. The dialog also falls flat because most of the time is spent explaining things. Walk up to an NPC and they have to identify themselves, tell you their motivations, and eventually ask you to do something for them. Almost all of the dialog is explaining the system, whether it’s how this New California Republic base is doing or who this important figure is in the quest. What’s missing here is character development — the moments where the person talks about their past and beliefs.

There is another problem with content in video games, namely the sheer amount of it. No wonder only 1/10th of players who played Red Dead Redemption finished the game. There are narrative theorists, notably Northrop Frye, who see all classical storytelling as essentially about the conflict between a hero and the world he or she lives in. The hero wants to do something, society or natural law prevents it. The hero has to either change the world (comedy), learn to live with it after seeking adventure elsewhere (romance), be overcome by the world (tragedy), or change the world only to make things worse (satire).
All of these storytelling modes assume that the hero starts out in conflict with the world. The hero is someone who disagrees with society’s rules, or doesn’t belong, or has a goal the world can’t allow. By the end of the story this conflict is resolved one way or another. So what happens if this conflict is never there? If the hero was always an absolutely perfect fit for the world, how do you even start to tell one of these classical stories?
This is the problem most narrative games have. The cutscenes and other fixed elements might tell you that you’re a scrappy underdog, fighting against all odds. The writers may try to create a fictional world in conflict with your character. But everything else in the game tells you that, to the contrary, you are the one person most in tune with the universe of the story. You are the most competent character in the world. You understand its rules better than any of the poor little AIs you encounter. You even have the ability to go back in time and change your actions, giving you a godlike perspective on how your decisions affect the story’s events.
In most narrative games, the world and the hero aren’t in conflict. They’re soul mates. You can tell me all you want that people don’t trust me and my mission is hopeless, but at the end of the day, I will always succeed. No amount of writing can counteract this.

Closely connected to this, I believe is the following sentiment: “Try to remember the last time you were lost in a game. When you had to wander aimlessly, trying to find something – even if you were still unsure of what you needed to find. In fact, when was the last time you discovered something in a game? Something cool that was not already stated in your objective list? When was the last time you found something that truly surprised you, like a secret dungeon or an item whose existences wasn’t already hinted by the vacant spot in your inventory?

Back in the days of the original Zelda and Metroid we were asked to discover what we were supposed to be doing in the first place. Now, games are domesticated. Not only have we grown familiar to their bizarre lexicon (cracked walls were meant to be exploded) but we always have the information of what to do and where to go directly at our fingertips, sometimes even before we have any real use for such information. As a result, games have become to-do lists. The contemporary quintessential videogame is nothing but a laundry list of things to do in order to get the 100% complete rate.”

I think that one way to remember for me what is part of the holistic problem of how many approach games and why certain things seldom change in bigger productions, is to remember a review of Baldur's Gate 2 wrote in my early teens, a period where games had a stabilizing and identity exploring function which it hasn't in the same way anymore. When I read it a couple of years later, it was kind of embarrassing, because my notion of a good game had changed so markedly (even if I still think Baldurs Gate 2 is a very good game). What I wrote was something in the spirit of: "And this is what marks a truly great RPG: after 200 hours of playing the same character, I am still me".

...

Hell. If stability is what a player craves, then this is indeed a good thing. Nowadays, I just believe like I have more growing to do, and think that the lack of growth is one of the most problematic areas in design of player characters and how I myself as a player feel after having met many challenges of a game. What can change the nature of a man, eh?


I will finish this text that has been messy but hopefully inspiring anyway, with a quote from: James Paul McGee:

So what does it mean to play MGS4? What does it mean to play it “well”? These are vexed questions. MGS4, more than any game I have played, makes them vexed.
Let me start with something really simple: in MSG4 — unlike in any other game I can remember — playing well can mean playing badly. Most anyone would think, especially if they are thinking of sports, say, that to play well is to get things right and do well. But this is not always so in MGS4. One example: There is a moment in MGS4 where Snake — who in MGS4 is sick, old, and tired — has to remember a code. Surely forgetting the code is not getting things right and doing well. But when Snake (my Snake, me) forgets the code — hey, I’m 60 years old — it becomes part of the story, meaning narrative, meaning non-interactive-in-a-meaningful-way-cut-scene.

And some links:

Lack of change in video game characters:
http://www.escapistmagazine.com/articles/view/issues/issue_305/8855-The-Story-Sucks

Peter Pan complexes and what happens to the man after zie saves the world:
http://www.torontothumbs.com/2009/03/29/at-the-edge-of-the-world-the-legend-of-zelda-majora%E2%80%99s-mask/

Critique/exploration of Mass Effect type RPG:s:
http://www.increpare.com/2010/02/starfeld/

The struggle between playing well and "playing well":
http://nightmaremode.net/2011/10/raymond-carver-vs-the-mortality-of-man-%E2%80%93-a-year-of-interviews-with-jeffrey-auburn-3-12325/

Player privilege:
http://critdamage.blogspot.com/2010/07/death-of-player.html
http://critdamage.blogspot.com/2010/08/player-privilege-why-it-is-still-just.html

Ludonarrative dissonance:
http://versusclucluland.blogspot.com/2008/12/essential-jargon-ludonarrative.html
http://www.thegamecritique.com/recent-posts/in-defense-of-ludonarrative-dissonance/2283/

Distractions and achievements contra a different approach:
http://unmanned.molleindustria.org/

On McDonald type game design:
http://www.escapistmagazine.com/news/view/79345-Jonathan-Blow-Criticizes-Game-Design-at-Montreal-Game-Summit
http://www.escapistmagazine.com/articles/view/issues/issue_163/5146-Jonathan-Blows-Shifting-Intention.2

Taking away the power of the player:
http://en.wikipedia.org/wiki/Pathologic

Domestication of games:
http://nightmaremode.net/2012/02/you-are-here-how-games-have-become-domesticated-16726/

Other:
http://www.rockpapershotgun.com/2012/02/23/escape-escape-embracing-skippable-combat/

Essay, Now It’s Personal: On Abusive Game Design, Douglas Wilson and Miguel Sicart:
"This paper explores the concept of abusive game design – an
alternative design practice that challenges conventions of
normative game design. Specifically, abusive game design
challenges the notion of “player advocacy” – an ideology that
inevitably allows the language of consumerism to outshine the
particular human beings who design and play games."

They describe and accessibility turn, which is closely connected to a kind of “player
narcissism,” a perspective on gameplay in which players stand at
the center of the gaming experience, ready and eager to be pleased
within the bounds of their established tastes, interests, and skills.
Player narcissism is an extreme but inevitable consequence of
user-centered design practices that subordinate all design concerns
to the satisfaction of an ideal player’s desires and demands.
layer
narcissism leads to what we call “monologic play” – a one-sided
arrangement in which systems adapt to the ideal and potential
performances of players in order to satisfy them in an instrumental
fashion. Monologic play can be thought of as a conversation in
which only the player speaks, while the designer merely nods
along – hardly a conversation at all. In the monologue of player
narcissism, the player (the customer) is always right. Design
becomes a rote catering to a user, devoid of any possibility of
nurturing an open dialogue between creator and user. Players
become mere customers, and designers become mere providers. In
general, this type of monologic game design is not concerned
about play as an activity, but about how games as systems can
facilitate a form of play that is relatively constrained to formal,
predictable outcomes that can be deduced from constrained, selfcontained
systems of rules.


By arguing that game designers are first and foremost advocates
for the player, contemporary game design theory has implicitly
established that games-mediated play consists of the relation
between a player and a system. The designer becomes the odd one-
out, pressured to efface their own presence in order to ensure
that the game is optimally tailored to the player.

Wednesday, January 11, 2012

Eric Lockaby / Last Metaphor link collection

Collection of fake game reviews/interviews and other interesting stuff:


http://thelastmetaphor.com/?p=1923
http://nightmaremode.net/2011/08/_____-on-the-planet-x-a-year-of-interviews-with-jeffrey-auburn-2-8751/
http://nightmaremode.net/2011/10/raymond-carver-vs-the-mortality-of-man-%E2%80%93-a-year-of-interviews-with-jeffrey-auburn-3-12325/

http://nightmaremode.net/2011/09/deliverance-3ds-review-10226/
http://nightmaremode.net/2011/09/imaginary-games-book-review-10714/
http://thelastmetaphor.com/?p=190
http://thelastmetaphor.com/?p=1188


http://nightmaremode.net/2011/11/gaming-in-the-dark-13092/
http://thelastmetaphor.com/?p=1637
http://thelastmetaphor.com/?p=401

Lycka till med utställningen!

Monday, January 2, 2012

2011

This years GOTY list and reminiscing. Not a super thrilling year for me gamewise or otherwise; I left the blogosphere completely half-way through and have since then barely gotten any news on what has been going on. I've been reading Extra Lives, article series of growing up, watching Buffy, playing Bastion, studying tarot/heroes journey, and realizing why Majoras Mask haunts me so (it's about growing up, yes).

As always, there are hundreds of games on steam which look like they just might be good if I give them a change, but without that push from people whose opinion I trust, most of the games just seem meh and I have no energy giving them a try. Many of the games I was looking forward to have actually not been released, so next year looks good at least. Hopefully Weir, Cavanagh (even if I haven't played At a Distance yet) and increpare will get their shit together (top three from last years list) for next year and do something mindblowing. Asides from games such as Mass Effect 3 and Max Payne 3, there will be those late-coming games which I for some reason thought would be released 2011: Dear Esther, Duality ZF, Silent Hill Downpour, SpyParty, Cavanaghs game, X-com, Hazard: Journey of Life, Metal Gear Solid Rising, Unfinished Swan, Fez, The Witness, The Dream Machine, Tuning. Add some newcomers such as Kentucky Route Zero, Quantum Conundrum, Twinkling Stars, The Journey Down, Fez, Miegakure, Elysian Tale, Paradox Shift, and, to not forget, all those new wonderful games of which I yet do not know (and probably will not find out anything about since I don't read about games anymore).

Perhaps 2012 is the year when some of those games which are never to be completed actually become completed? I'm thinking Forge (sequel to Loom), the sequel to A Second Face, Team Effigys Out of Time, Planescape Trilogy, cactus sequel to mondo agency... I mean the restoration project for Kotor 2 finally got to an end in 2011, and so did Duke Nukem 4ever! So I will start the new year by playing Kotor2, and then going through the mass effect trilogy in february and mars. Overall I am now looking back at what has been, and revisiting my past through pop culture. I am hoping this is not a way of regressing, but transgressing, growing.

For the sake of disclosure and completion, this is what I've missed out on this year: Achron, Esoterica America, new Batman game, Uncharted 3, To the Moon, Gunstringer, Fate of the World, Metal Gear Solid: Peace Walker, and, silly me, almost forgot: the new zelda game. I have also wanted to play some kind of co-op game but haven't really the right friends for it. Left For Dead 2, or something in that vein. Not Gears of War though. Oh, Glitchhiker for example, in a more formal setting, would be awesome. Also I would like more vertically oriented shmups with much procedural content and many extends, as always, but still return to Kenta Chos games instead because it seems damned hard to satisfy me in that specific area. Somehow, I must have super acquired taste when it comes to them because the few I've played, well, not my cup of tea. And since Kenta Cho won't answer my emails on updating Rootage, noiz2a, and parsec47 for newer computers/higher resolutions/widescreens, I'm out of luck. Linley Henzels shmups work so so on windows 7 too, with colors getting messed up, and from hir I got an answer, but no update. Maybe the new game Angry moth will be good?

Well, here's the list. I don't think any of the old stuff has changed really, but I might as well post it.


2011


Honorable Mention

A Mother in Festerwood (Austin Breed)
American Dream (Stephen Lavelle, Terry Cavanagh, Jasper Byrne and Tom Morgan-Jones)
Balloon-Diaspora/Ruins (Jake Elliott)
Cat and the Coup (Peter Brinson/Kurosh ValaNejad)
Fotonica
Glitchhiker (vlambeer)
Hot Throttle (Cacusquid)
NightSky (Nicalis/Nifflas)
No Longer Subject to Judicial Review (NiallM)
Raccord Sniper (Nicolai Troshinsky)
Rebuild (Sarah Northway)
Soul Brother (Jasper Byrne)
Spent (McKinney)
Technobabylon Part III (James Dearden)
Wunderputt (dampgnat)
You Shall Know The Truth/The Book of Living Magic (Jonas Kyratzes)

10 The End of Us (Chelsea Howe & Michael Molinari)

9 Negative Spacecraft (Chris Cornell)

8 A History of Democratic Process in Eire/English Country Tune/Salome/Pirouette (Stephen Lavelle/Increpare)

7 Jamestown: Legend of the Lost Colony (Final Form)

6 Rebirth (Daniel-D. "Guert" Guertin)

5 Trauma (Krystian Majewski)

4 The Stanley Parable (Cakebread)

3 Bla Bla (Vincent Morisset)

2 Portal 2

1 Bastion





















-1984

10 Solar Fox (Arkad)

9 Excite Bike

8 Pac Man

7 Galaxian

6 Millipede/Centipede

5 Boulder Dash

4 Hitchhikers Guide to the Galaxy

3 Pooyan

2 Robotron 2084

1 Jetpac


1985

Boulder Dash 2: Rockford's Revenge

10 Balance of Power

9 Bomberman

8 A Mind Forever Voyaging

7 Binary Land

6 Gradius

5 Field Combat

4 Ice Climbers

3 Space Harrier

2 Battle City

1 Super Mario Bros






1986

10 Alex Kidd in Miracle World

9 Solomon’s Key

8 Zanac

7 Adventure Island

6 Paper Boy

5 Balloon Fight

4 Bubble Bobble

3 Metroid

2 Legend of Zelda

1 Super Mario Bros 2


1987

10 R-Type

9 Zelda 2: Adventure of Link

8. Rainbow Islands

7 Bureaucracy

6 Nord and Bert Couldn't Make Head or Tail of It

5 Maniac Mansion

4 Castlevania

3 Mega Man

2 Tetris: The Soviet Challenge

1 Dungeon Master






1988

10 Snatcher

9 Space Harrier 2

8 Ghouls n’ Ghosts

7 Arkanoid

6 Bubble Bobble

5 Spy vs Spy

4 Ninja Gaiden

3 Mega Man 2

2 Contra

1 Super Mario Bros 3


1989

10 Dig Dug 2

9 Twin Bee 3

8 Blazing Lazers

7 Cobra Triangle

6 Indiana Jones and the Last Crusade

5 R-Type 2

4 Adventures of Lolo

3 Prince of Persia

2 Dungeon Master: Chaos Strikes Back

1 Final Fight






1990

ActRaiser
Adventures of Lolo
Ducktales
Eye of the Beholder
Smash TV

10 Chip n’ Dale: Rescue Rangers

9 Castlevania 3: Dracula’s Curse

8 Super Contra

7 Ninja Gaiden 2

6 F-Zero

5 Mega Man 3

4 Loom

3 Lemmings

2 The Secret of Monkey Island

1 Super Mario World


1991

10 Mega Man 4

9 Another World

8 Sonic the Hedgehog

7 Super Ghouls n’ Ghosts

6 Ninja Gaiden 3: The Dark Ship of Doom

5 Monkey Island 2: Lechuck’s Revenge

4 Area 88/UN Squadron

3 Street Fighter 2: World Warrior

2 Super Castlevania IV

1 The Legend of Zelda: A Link to the Past




1992

Mega Man 5
The Legend of Zelda: Third Quest

10 Pocky and Rocky

9 Street Fighter 2 Turbo

8 Puyo Puyo

7 Jezzball/Maxwell's Maniac (Marjacq Micro/Dima Pavlovsky)

6 Sonic the Hedgehog 2

5 Super Double Dragon

4 Teenage Mutant Ninja Turtles IV: Turtles in Time

3 The Magical Quest Starring Mickey Mouse

2 Super Probotector: Alien Rebels/Contra 3: Alien Wars

1 Super Mario Kart


1993

Jurassic Park
Shadowrun
World Heroes

10 Sonic the Hedgehog 3

9 Mega Man X

8 E.V.O: Search for Eden

7 Bart Simpson's Nightmare

6 Doom

5 Gunstar Heroes

4 Sam & Max Hit The Road

3 The Legend of Zelda: Link's Awakening

2 Day of the Tentacle

1 Castlevania: Rondo of Blood


1994

Donkey Kong Country
Jazz Jackrabbit
Mega Man X2
Micro Machines

10 Cyberdogs

9 Super Star Wars: Return of the Jedi

8 Beneath a Steel Sky

7 The Great Circus Mystery: Starring Mickey and Minnie

6 Puzzle Bobble

5 Uni Rally/Uniracers

4 Lode Runner: The Legend Returns

3 Contra: Hard Corps

2 X-Com: UFO Defense/UFO: Enemy Unknown

1 Super Metroid


1995

19XX: The War Against Destiny
Discworld
The Dark Eye
Warcraft 2
Zoop

10 Micro Machines 2: Special

9 Diddy's Kong Quest/Donkey Kong Country 2

8 Full Throttle

7 Mega Man 7/Mega Man X3

6 Heroes of Might & Magic

5 Gunbird

4 Alien Soldier

3 Worms

2 Strikers 1945

1 Super Mario World 2: Yoshi's Island


1996

C-Dogs (Cyberdogs 2)
Dixie Kong's Double Trouble/Donkey Kong Country 3
Donpachi
Death Rally
Quake
Resident Evil
Sengoku Ace Episode II/Sengoku Blaede/Tengai

10 Samurai Shodown 4: Yamakuzas Revenge

9 Metal Slug

8 Leisure Suit Larry: Love For Sail

7 Three Dirty Dwarves

6 Mega Man 8

5 Nights: Into Dreams

4 Mario Kart 64

3 Diablo

2 Soul Blade

1 Super Mario 64

1997

Diddy Kong Racing
Duckman
Mega Man X
Samurai Showdown 4: Yamakuzas Revenge

10 Dungeon Keeper

9 Blade Runner

8 Worms 2

7 Fallout

6 Hellfire

5 Castlevania: Symphony of the Night

3 Strikers 1945: Part 2

4 Starcraft

2 Dodonpachi

1 Final Fantasy VII

1998

Banjo Kazooie
Carmageddon II: Carpocalypse Now
F-Zero X
Gunbird 2
LSD: Dream Emulator
Medievil
Micro Machines V3
NHL 1999
Photopia (Adam Cadre)
Rockman & Forte
Sanitarium
Space Bomber

10 Liero (Joosa Riekkinen)

9 Fallout 2

8 Dink Smallwood

7 Commandos: Behind Enemy Lines

6 Hexplore

5 Starcraft: Broodwars

4 Grim Fandango

3 Baldur’s Gate

2 The Legend of Zelda: Ocarina of Time

1 Metal Gear Solid


1999

Commandos: Beyond the Call of Duty
Darkstone
Grandia
Guwange
Heroes of Might and Magic 3
NHL 2000
Roller Coaster Tycoon
Soul Calibur
Vib Ribbon
Worms Armageddon

10 Super Smash Bros

9 Castlevania/Legacy of Darkness

8 Final Fantasy VIII

7 Silent Hill

6 Unreal Tournament

5 Longest Journey, The

4 System Shock 2

3 Baldur's Gate: Tales of the Sword Coast

2 Street Fighter 3: Third Strike

1 Planescape Torment


2000

Banjo Tooie
DX-Ball 2
Dragon Blaze
Galatea (Emily Short)
NHL 2001

10 Ricochet (Counter-Strike)

9 Escape from Monkey Island

8 Tony Hawk's Pro Skater 2

7 Diablo 2

6 Marvel vs Capcom 2: New Age of Heroes

5 Elasto Mania (Balázs Rózsa)

4 Shrapnel (Adam Cadre)

3 Deux Ex

2 The Legend of Zelda: Majoras Mask

1 Baldur's Gate: Shadows of Amn


2001

Conkers Bad Fur Day
Devil May Cry
Diablo II: Lord of Destruction
Final Fantasy X
Freak Out!/Stretch Panic
Frequency
Gothic
IF Arcade
Jak & Daxter
Kingdom Hearts
Legacy of Kain: Soul Reaver 2
Mario Kart: Super Circuit
Maximo: Ghosts to Glory
Pleurghburg: The Dark Age (Chrille Blomqvist)
Project Zero/Fatal Frame
Ribbons (J.D Berry)
Serious Sam
Super Monkey Ball
Super Smash Bros Melee
Zone of the Enders

10 Cyberd

9 Rez

8 Castlevania: Circle of the Moon

7 Luigis Mansion

6 Klonoa 2: Lunatea's Veil

5 Shadow of Memories/Shadow of Destiny

4 Max Payne

3 Baldur's Gate II: Throne of Bhaal/Ascension

2 Silent Hill 2

1 Metal Gear Solid: Sons of Liberty


2002

Castlevania: Harmony of Dissonance
Eternal Darkness: Sanity's Requiem
Ketsui
Ratchet & Clank
Sly Raccoon
Super Monkey Ball 2
The Embodiment of Scarlet Devil (Zun/Team Shanghai Alice)
The Trials of Odysseus Kent (Ben "Yahtzee" Croshaw)

10 Hobo Soccer (Magic Whisper)

9 Psyvariar: Revision/Psyvariar: Medium Unit

8 Pop n’ Music 8

7 Super Mario Sunshine

6 Ikaruga

5 Noiz2sa (Kenta Cho)

4 Tony Hawk's Pro Skater 3

3 Guilty Gear XX

2 Metroid Prime

1 Metroid Fusion


2003

Amplitude
Castlevania: Aria of Sorrow
Dance Dance Revolution Extreme
Espgaluda
Prince of Persia: The Sands of Time
Samorost (Amanita Design)
Soul Calibur 2
The Apprentice (Herculean Effort Productions)
The Legend of Zelda: Ocarina of Time/Master Quest
Tony Hawk Pro Skater 4
Warioware Inc: Minigame Mania
Zone of the Enders: 2nd Runner


10 Seiklus (cly5m)

9 Perfect Cherry Blossom (Zun/Team Shanghai Alice)

8 5 Days a Stranger (Ben "Yahtzee" Croshaw)

7 Beyond Good And Evil

6 The Legend of Zelda: Wind Waker

5 Star Wars: Knights of the Old Republic

4 Silent Hill 3

3 Max Payne 2: The Fall of Max Payne

2 dodonpachi DAI-OU-JOU

1 Parsec47/rRootage (Kenta Cho)


2004

A Case of the Crabs (Pinhead Games)
Beatmania IIDX 8th Style
Glass Rose
Imperishable Night (Zun/Team Shanghai Alice)
Metroid Prime 2: Echoes
Psyvariar 2: Ultimate Final
Polarium
Thief: Deadly Shadows
Tontie (Eyesmaze)
Tuboflex (Molleindustria)
Tumiki Fighters (Kenta Cho)

10 Levers (Patrick Smith)

9 Go go roppongi Stick!

8 Katamari Damacy

7 Cirque de Zale (Rebecca Clements)

6 Mushihimesama

5 The Apprentice II: Knights Move (Herculean Effort Productions)

4 7 Days a Sceptic (Ben "Yahtzee" Croshaw)

3 Vampire the Masquerade: Bloodlines

2 Metal Gear Solid 3: Snake Eater

1 Star Wars: Knights of the Old Republic II - The Sith Lords


2005


Anna (Vince Twelve/xiigames)
Beatmania IIDX 9th Style/Beatmania IIDX 10th Style
Blue Wish (x.x)
Cedric and the Revolution (Bernie)
Conker: Live and Reloaded
Donkey Kong: Jungle Beat
Electroplankton
Espgaluda 2
Guilty Gear XX Slash
Gunroar/Val & Rick (Kenta Cho)
Ossu! Tatakae! Ouendan!
Pop n' Music 11
Soul Calibur 3
The Apprentice Deluxe (Herculean Effort Productions)
We Love Katamari

10 Cave Story (Daisuke Amaya)

9 Soviet Unterzögersdorf (Monochrom)

8 Resident Evil 4

7 Psychonauts

6 Geometry Wars: Retro Evolved

5 Experimental Gaming: Tower of Goo, On a Rainy Day, The Crowd, Gravity Head, Square Off, Attack of the Killer Swarm, Riff

4 Metal Gear Solid 3: Subsistence

3 Killer 7

2 Jade Empire

1 Pathologic


2006

Automaton (Mr Colossal)
Blue Wish Resurrection/Eden's Edge (x.x)
Hallway of Adventures (Mordalles)
La La Land 5/La La Land 4/La La Land 3/La La Land 2/La La Land (TheAnemic)
Museum of Broken Dreams (Jonas Kyratzes)
Mushihime-sama Futari
New Super Mario Bros
The Shivah/Blackwell Legacy (Dave Gilbert)

10 Torus Trooper/Titanion (Kenta Cho)

9 Within A Deep Forest (Nifflas)

8 Beatmania IIDX 11: IIDX RED

7 Pop n' Music 12

6 Sam & Max Episode 1: Culture Shock

5 Guilty Gear XX Accent Core

4 WarioWare: Smooth Moves

3 Spooks (Lively Ivy/Erin Robinson)

2 The Legend of Zelda: Twilight Princess

1 Trilby's Notes (Ben "Yahtzee" Croshaw)


2007

Beatmania IIDX 13: DistorteD
Blackwell Unbound (Dave Gilbert)
Contra 4
Feed the Head (Patrick Smith)
Frozzd (Jesse Venbrux)
Game, game, game and again game (Jason Nelson)
Knytt Stories/Knytt (Nifflas)
La Croix Pan (TheJBurger)
Mountain of Faith (Zun/Team Shanghai Alice)
Murder In A Wheel (Renzo “Eshaktaar” Thönen)
Nelly Cootalot (Alasdair Beckett)
Pacman Championship Edition
Rorschach (Collecting Smiles)
Samorost 2 (Amanita Design)
S.T.A.L.K.E.R.: Shadow of Chernobyl
Trilby: The Art Of Theft (Ben "Yahtzee" Croshaw)


10 Garden of Coloured Lights/Excellent Bifurcation (Linley Henzell)

9 Sam & Max Season 1: Cont’

8 The Witcher

7 Mondo Agency/Mondo Medicals/Clean Asia (Cactusquid)

6 Mass Effect

5 Super Mario Galaxy

4 Bioshock

3 Passage (Jason Rohrer)

2 Portal

1 6 Days A Sacrifice (Ben "Yahtzee" Croshaw)


2008

Achievement Unlocked
Aether (Edmund McMillen)
A Second Face (Jospin Le Woltaire)
Blue Wish Resurrection Plus (x.x)
Des Rêves Élastiques Avec Mille Insectes Nommés Georges (Deirdra Kia)
Do-Don-Pachi Dai-Fukkatsu
Fallout 3
Free Culture Game/Queer Power (Molleindustria)
Gateway II (Anders Gustafsson)
Geometry Wars Evolved 2
How Many…
Little Girl In Underland (Lively Ivy/Erin Robinson?)
Psychosomnium/Seizuredome (Cactusquid)
Virtual Silence/Seven Minutes (Tuukka Virtanen)

10 Rescue: The Beagles (Nenad Jalsovec)

9 The Witcher: Enhanced Edition

8 Self-destruct/Xoldiers (Terry Cavanagh)

7 Nanobots (Lively Ivy/Erin Robinson)

6 Karoshi 2.0/Execution/Pazzon/Torque/Karoshi/Karoshi Factory/Karoshi: Suicide Salaryman (Jesse Venbrux)

5 Gravitation/Police Brutality/Between/Perfectionism (Jason Rohrer)

4 Dear Esther (thechineseroom/Dan Pinchbeck)

3 World Of Goo (2d Boy)

2 Metal Gear Solid 4: Guns of the Patriot

1 Braid (Jonathan Blow)


2009

!, Robot/Shifters Box (Ben304)
4 Minutes and 33 Seconds of Uniqueness (Petri/Kloonigames)
And Yet It Moves (Broken Rules)
Batman: Arkham Asylum
Au Sable/All Our Friends Are Dead (Amon26)
Backup/Bars of black and white (Gregory Weir)
Chaser (Connor Carpenter/shadestorm)
Devils Tuning Fork (DePaul Game Elites)
Eden’s Aegis (x.x)
Evidence of Everything Exploding (Jason Nelson)
Flow (thatgamecompany)
Play: Free Will - The Game (raitendo)
Gravity Bone (Blendo Games)
Harpooned (Conor O’Kane)
lose/lose (Zach Gage)
Mental Repair Inc (Renzo “Eshaktaar” Thönen)
Nestlings (Lewis Denby)
Repent (Aaron Oldenburg)
Silent Hill: Shattered Memories
Small Worlds (David Shute)
Spectre (Vaguely Spectacular)
Super Karoshi/Focus (Jesse Venbrux)
Takishawa Is Dead! (Andrew Brophy)
Today I Die (Daniel Benmergui)
The Company of Myself (Eli Pülonen)
Windosill (Patrick Smith)


10 Everyday The Same Dream/Kosmosis (Molleindustria)

9 Time Fcuk (Edmund McMillen, William Good & Justin Karpel)

8 The Marionette (Team Effigy/Auriond)

7 Korsakovia (thechineseroom/Dan Pinchbeck)

6 Radiator 1-2: Handle With Care/Radiator 1-1: Polaris (Robert Yang)

5 Tales of Monkey Island

4 White Butterfly (Linley Henzell)

3 Judith/Don’t look back/Pathways/Bullfist (Terry Cavanagh)

2 Dragon Age: Origins

1 Opera Omnia/Home/Therapy Game/Mirror Stage/The Black Yeti/Signifier (Stephen Lavelle/increpare)


2010

...But That Was [Yesterday]/Together (Michael Molinari)
After (Aaron Oldenburg)
Alan Wake
Beautiful Escape: Dungeoneer (Nicolau/calunio)
Blades of Passion (Drew Wellman)
Crimzon Clover (Yotsubane)
Conquer the Shadow World/Lackadaisium (Ultimate Walrus)
Covetous/Good Fortune (Austin Breed)
Cow Clicker (Ian Bogost)
Depict1 (Retro Affect)
Digital: A Love Story (Christine Love)
Dragon Age: Awakening
Dual Transform (Andrew Plotkin)
Eternally Us (Ben304)
Feign (Ian Snyder)
Frenzy Defense (Jan Willem Nijman)
Hero Core (Daniel Remar)
Hoosegow (Ben Collins-Sussman and Jack Welch)
Howard Glitch Game (Robert Allmand)
Leaky Worlds: A Playable Theory (Molleindustria)
Limbo (Playdead)
Loved (Alexander Ocias)
My First Quantum Translocator
Norrland/Gamma4 (Cactusquid)
Octodad (DGE2)
One Chance (AwkwardSilenceGames)
Pac-Man Championship Edition DX
P0nd (Peanut Gallery)
Puji (Alexander Jhin, Matt McKnett, and Pat Kemp)
Puzzlebots (Lively Ivy/Erin Robinson)
QWOP (Bennett Fodd)
Super Crate Box (Vlambeer)
Super Meat Boy (Team Meat)
Super Street Fighter IV
suteF (Ted Lauterbach)
Symon (Singapore MIT Gambi Game Lab)
Technobabylon - Part II/Technobabylon - Part 1 (James Dearden)
Tedium (EddieC))
The Arm/Refus Q. Jibberjabber's Day Out/Flin McGraw's Last Day (tipp)
Tower of Heaven (askiisoft)
Which (Mike Inel)

10 A House in California/Hummingbird Mind (Jake Elliott & friends)

9 Life Flashes By (Deirdra Kia)

8 Snakes of Avalon (Igor Hardy/Ascovel & Baron/Alex Van Wijst)

7 Super Mario Galaxy 2

6 The Dream Machine (Erik Zaring & Anders Gustafsson)

5 The Journey Down: Over The Edge (Theodor Waern)

4 Mass Effect 2

3 VVVVV/Phobiaphobiaphobia (Terry Cavanagh)

2 Looming/The Day/Narthex (Gregory Weir)

1 Treatise/Hush/Modernauts/Primitive Pattern/Starfeld/100 Names/Queue/The Terrible Whiteness of Appalachian Nights/The Rose Garden/Catalan/Cascode (Stephen Lavelle/increpare)