Showing posts with label kickstarter. Show all posts
Showing posts with label kickstarter. Show all posts
Saturday, November 1, 2014
1/11
The second kickstarter project I backed (the first was A House in California, made by Jake Elliott of Kentucky Route fame) was Hadean Lands. Now, four years later, it's finally here. And I'm not going to play it. It's simple, really - the game is mainly a puzzle game, with very little story and very much heavy puzzle solving. I'm just not into that game of game. Ok, I loved Plotkins Dual Transform even though it basically had no story, but it was short, and experimental, and had a wonderful atmosphere. This game seems to be very long and very heavy. So yeah, sometimes you just have to pass up on games.
This week I've been playing Dragon Age 2 and some horror games, but more on those next week when I do a write-up!
§ARTICLES
I see people walking toward me, but they’re not really people, just strange aliens that don’t quite cohere into any particular shape when I get close. That’s what marks Bernband: nothing makes any more sense as you get closer to it. It’s stranger than that: the further away things are, the clearer they seem. There’s a night that covers the world and gives everything an enveloping calm.
http://thiscageisworms.com/2014/10/21/on-bernband/
§
articles about games, in the end, still garner much less traffic and general interest than other cultural phenomena. serious discussion that happens in the videogame sphere is largely disregarded as niche and unimportant in broader cultural conversations - much to the frustration, by the way, of those of us who do see games' ubiquity and value. and so, in the absence of larger serious cultural attention, the boy genius rules as king.
http://ellaguro.blogspot.se/2014/10/embracing-new-flesh.html
§
The trouble is I am find myself getting a little tired of this kind of subversion. The game looks like a shooter and the player can do nothing except shoot. Now you might point out that the player has another option - do nothing. It is in doing nothing that enlightenment can be found.
/.../
If the player cannot inhabit the role on offer, the game collapses into a system and meaning and metaphor are lost. But this is as much an issue of game education as it is acting.
/.../
A developer who chooses to subvert conventions, thinking that the results will be in the higher metaphorical level, may find players accusing them of being exploitative. The reason is the developer has broken the compact. The player has adopted the role they were supposed to, but the developer has used familiar labels to do quite different things. Now when I press a button in the lift for the basement, the building explodes. The system has been deliberately corrupted.
http://www.electrondance.com/your-game-isnt-as-clever-as-you-thought/
§
What I’ve realized during my time engaging with the online community surrounding games media and development is that minoritized voices often only get visibility and resources when they are talking about their pain.
/.../
I am more than my pain. I am more than my pain. I am more than my pain.
http://www.mattiebrice.com/more-than-my-pain/
§
Persona 3’s protagonist is a supernatural other, a messianic figure capable only of departing from their own realities and connecting to the feelings of others. The PC is a series of masks, but these masks are more than a costume for others to look at, the PC is a reflection of those that speak to them, the masks look outward and see the world in different ways. The PC’s masks are the source of their divine empathy.
http://big-tall-words.com/2014/10/30/masks-upon-masks/
§
Could there be a viable concept of ‘player rights’, and if not, are there any grounds for legally restricting games?
/.../
It is not that players have rights so much as it is that players have responsibilities – and not least of all, to themselves.
http://onlyagame.typepad.com/only_a_game/2014/10/can-players-have-rights.html
§INDIECADE
http://blog.brendanvance.com/2014/10/24/notes-on-indiecade/
http://www.mattiebrice.com/dispatches-from-indiecade/
Labels:
bernband,
community,
gamning,
kickstarter,
law,
persona 3,
player rights,
queer
Thursday, August 21, 2014
21/8
§HISTORY LESSON
A few years ago Kirk Battle, going under the pseudonym L.B. Jefferies, was one of the most prolific critics of the burgeoning amateur bloggers arising from the boom of 2007 and 2008.
http://www.critical-distance.com/2014/08/15/episode-19-a-critic-by-his-window/
§
43 hours after the Wasteland 2 Kickstarter launched it was funded. Fargo was at inXile's office outside Los Angeles at the time. The team was "doing a little jig" he says. "It was like a New Year's Eve countdown. The first 10 years I couldn't even get the trademark. Then another eight years of hardcore pitching getting nowhere. It was a great moment."
/.../
"It was amazing to me," Fargo recalls. "When you do contracts they come from anywhere but trust. You have 10 pages of pain about how to get paid. What happens if you're not on time? They could take your project away from you. They could take your trademark. They could shut down your company. They could take over your company. They could sue your company. You can have damages that are related not just to that but to their stock market price dropping. You can be on the hook literally for a billion dollars for screwing up a contract. I came from that world to, 'here's the money up front, Brian. We trust you.' What a difference."
http://www.eurogamer.net/articles/2014-08-05-the-long-journey-of-wasteland-2
§
The Secret History of Videogames & The Military | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=VsNrHwPdIDc
§ZELDA
Some could argue that, because Yuga is the one who patronizes and objectifies women, and because Link eventually kicks Yuga’s ass, the game itself is presenting these behaviours as unacceptable. I disagree. Just as a text is not feminist just because its heroine is strong a game does not become un-sexist when it features a villain rather than a hero acting in a sexist manner. Let’s face it: The Legend of Zelda’s history does not do it any favours.
http://big-tall-words.com/2014/07/28/my-last-princess-women-as-objects-in-the-legend-of-zelda-a-link-between-worlds/
The Zelda series is a garden you can keep inside your drawer, not a wide, expansive landscape that absorbs you. The environment in Oracle of Seasons, and to a less direct extent, in other Zelda games, is both an enemy and a lover. It’s the uncomfortable source of conflict, theme, plot — it’s something to be feared and understood and respected, but also something to overcome. It has authority over me as the game system, but it can also be gamed. It can destroy me, and it can also be destroyed. It has a precarious but learnable pattern. Master that pattern. When it swings left, go right. Harmonize with that pattern, like Din’s dance. Master the dance, and master nature.
http://www.pushselectmagazine.com/2013/07/17/man-vs-dungeon-ecology-in-zelda-and-the-conquest-of-nature/
§VIDEOS
Game Theory: World of Warcraft will SAVE the Economy
https://www.youtube.com/watch?v=fDfNoCjtXvQ
§
Queer Mechanics in Tabletop Games
https://docs.google.com/presentation/d/1vxuNdMCF-dlHcWFf5mYAGw55FwqNFtSYPYk83zB8O8I/edit#slide=id.g24620197_09
§
PlayStation Now Is Here. Streaming is Popularizing. God Save Us.
https://www.youtube.com/watch?v=GeX38RD52-4
§
How Are Games Biased Against the Disabled? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=IyASY5wv_Qo
§DESIGN
Wayward Manor goes most wayward in terms of game design, such that the possibility of interacting inside a Gaiman story in a meaningful way becomes impossible. We are left with a game that, rather than immersing us in story, stands as proof that games don’t just need better writer to make game stories better.
http://killscreendaily.com/articles/how-does-wayward-manor-fit-neil-gaimans-ouevre-it-doesnt/
§
Violence is seldom framed for what it is: uncontrollable, self-perpetuating and unpredictable. Games treat violence as a stable fuel for their ambitions.
http://big-tall-words.com/2014/08/13/everything-looks-like-a-nail/
A few years ago Kirk Battle, going under the pseudonym L.B. Jefferies, was one of the most prolific critics of the burgeoning amateur bloggers arising from the boom of 2007 and 2008.
http://www.critical-distance.com/2014/08/15/episode-19-a-critic-by-his-window/
§
43 hours after the Wasteland 2 Kickstarter launched it was funded. Fargo was at inXile's office outside Los Angeles at the time. The team was "doing a little jig" he says. "It was like a New Year's Eve countdown. The first 10 years I couldn't even get the trademark. Then another eight years of hardcore pitching getting nowhere. It was a great moment."
/.../
"It was amazing to me," Fargo recalls. "When you do contracts they come from anywhere but trust. You have 10 pages of pain about how to get paid. What happens if you're not on time? They could take your project away from you. They could take your trademark. They could shut down your company. They could take over your company. They could sue your company. You can have damages that are related not just to that but to their stock market price dropping. You can be on the hook literally for a billion dollars for screwing up a contract. I came from that world to, 'here's the money up front, Brian. We trust you.' What a difference."
http://www.eurogamer.net/articles/2014-08-05-the-long-journey-of-wasteland-2
§
The Secret History of Videogames & The Military | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=VsNrHwPdIDc
§ZELDA
Some could argue that, because Yuga is the one who patronizes and objectifies women, and because Link eventually kicks Yuga’s ass, the game itself is presenting these behaviours as unacceptable. I disagree. Just as a text is not feminist just because its heroine is strong a game does not become un-sexist when it features a villain rather than a hero acting in a sexist manner. Let’s face it: The Legend of Zelda’s history does not do it any favours.
http://big-tall-words.com/2014/07/28/my-last-princess-women-as-objects-in-the-legend-of-zelda-a-link-between-worlds/
The Zelda series is a garden you can keep inside your drawer, not a wide, expansive landscape that absorbs you. The environment in Oracle of Seasons, and to a less direct extent, in other Zelda games, is both an enemy and a lover. It’s the uncomfortable source of conflict, theme, plot — it’s something to be feared and understood and respected, but also something to overcome. It has authority over me as the game system, but it can also be gamed. It can destroy me, and it can also be destroyed. It has a precarious but learnable pattern. Master that pattern. When it swings left, go right. Harmonize with that pattern, like Din’s dance. Master the dance, and master nature.
http://www.pushselectmagazine.com/2013/07/17/man-vs-dungeon-ecology-in-zelda-and-the-conquest-of-nature/
§VIDEOS
Game Theory: World of Warcraft will SAVE the Economy
https://www.youtube.com/watch?v=fDfNoCjtXvQ
§
Queer Mechanics in Tabletop Games
https://docs.google.com/presentation/d/1vxuNdMCF-dlHcWFf5mYAGw55FwqNFtSYPYk83zB8O8I/edit#slide=id.g24620197_09
§
PlayStation Now Is Here. Streaming is Popularizing. God Save Us.
https://www.youtube.com/watch?v=GeX38RD52-4
§
How Are Games Biased Against the Disabled? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=IyASY5wv_Qo
§DESIGN
Wayward Manor goes most wayward in terms of game design, such that the possibility of interacting inside a Gaiman story in a meaningful way becomes impossible. We are left with a game that, rather than immersing us in story, stands as proof that games don’t just need better writer to make game stories better.
http://killscreendaily.com/articles/how-does-wayward-manor-fit-neil-gaimans-ouevre-it-doesnt/
§
Violence is seldom framed for what it is: uncontrollable, self-perpetuating and unpredictable. Games treat violence as a stable fuel for their ambitions.
http://big-tall-words.com/2014/08/13/everything-looks-like-a-nail/
Labels:
desgn,
disability,
economy,
history,
internet,
kickstarter,
L.B. Jefferies,
queer,
violence,
wasteland 2,
Zelda
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