1. Somehow, despite having never used C# or the Play Station Mobile SDK before the start of the IndieCade East gamejam, I managed to help my teammates get our game, Crystallon, into the semi-finals, the results of which will be revealed at GDC at the end of March.

    Now I have 4 weeks to add a bunch of features, fix all the crash bugs, AND OH YEAH, MAKE THE WHOLE THING RUN ON THE PSVITA.

    If I manage to split my time between coding and crying in the shower, I might just pull this off. Wish me luck.

    gamejam:

    Phoenix Perry, Ben Johnson, and Margaret Schedel are hard at work on their entry for the Playstation Mobile Game Jam here at IndieCade East. In line with the “evolution” theme of the jam, Crystallon is a match-three puzzle game about exponentially increasing geometry.

    I know what you’re thinking; “Crystallon? Isn’t that the greek word for “cold drop” which is also the way atoms are arranged into solids?”

    Yes. Yes it is.

    And the atoms of this group have arranged into a solid team. Professionals, and professors; Ben is an ex-AAA gone indie dev/designer and fellow core member of Babycastles, Margaret is a composer and cellist who teaches at Stony Brook University, and Phoenix is an experimental game designer who teaches at NYU Poly, ITP, and Steinhardt.

    -Colin Snyder, Gameifesto

     
  2. Quick Reaction to David Cage’s Controvercial Prescriptions

    1. Make games for all: Time to invent interactive experiences for adults.

    This is already happening.

    2. Change our paradigms to something other than endless violence.

    This is already happening.

    3. We should make games that “say something.”

    This is already happening.

    4. “Become accessible: Let’s focus on minds, not on thumbs!”

    This is already happening.

    5. Bring other talents on board.

    Yes. Game developers need to learn how to collaborate with other creative people.

    6. Establish new relationships with Hollywood.

    Qualified yes. This is a specific example of number 5, but should not imply that successful Hollywood creatives are necessarily the only, nor the best source for these collaborators. That said, I can’t expect anyone but myself to create the sort of collaborations I would most like to see; that’s my job.

    7. Censorship: the marketplace’s gatekeepers are too conservative.

    This is basically only a problem for big commercial games, and it seems likely that changing attitudes about this will have to come from a surprise hit bubbling up from the weird fringes. Think “Freaky Minecraft.” The conditions for this happening already exist.

    8. Criticism: more analysis, less numerical scoring.

    This is already happening.

    9. Gamers need to vote with their dollars.

    Capitalism predates the videogame industry. This has never not been happening.

     
  3. … you really can’t control who and what people are and when and how many show up - so it’s better not to plan for much in general at least as a first step. You can just make something consistent … and the story builds from there.
    —  Kunal Gupta, speaking on the subject of starting a public gaming space
     
  4. Spreading Love & Peace Through Games

    Back in November of 2012, Keita Takahashi gave a talk at the Games For Change Festival in Australia. In it, he reprised a 2006 talk he gave at GDC, and talked about a vision for the future with a rebirth of the arcade through installation games.

    It’s a bit of work that will require opening multiple browser tabs, but I recommend taking in the half-hour talk by listening to the audio while reading the text of the talk combined with the content of its slides.

    text & slides: http://venuspatrol.com/2012/11/venus-patrol-presents-spreading-love-peace-through-games-with-keita-takahashi/

     
  5. So Long, Friend

    News broke earlier this week that Zynga would be shutting down underperforming games CityVille 2, Party Place and The Friend Game. While I’ve never been more than a dabbler in Zynga’s Facebook titles, there’s a disappointment over seeing the rather innovative Friend Game shelved after launching only in December.

    When I was little, I was surrounded by weird board games like Dungeon and Zaxxon that my grandmother would pick up from the weird second-hand store around the corner, or a church rummage sale. My uncle was a constant source of Apple ][ and Atari 2600 titles of dubious providence. These memories still inform what I think of games today when I try to make my own.

    The dark side of the Game-As-Service model is that when something appears and fails to find an audience, it’s probably just gone. Swallowed up like it never existed. There’s no finding a beat up old copy at a garage sale. There’s no picking it up again in a few years and finding how it informs games that went on to greater success.

    That’s a shame.

     
  6. Prototyping violent games with Keita Takahashi.

    Prototyping violent games with Keita Takahashi.

     
  7. Global Game Jam 2013: The Walking Girls

    image

    Mac | Win | Linux

    For reasons of foul language and admittedly blatant copyright issues, I did not officially submit my game to the GGJ13 archives. But my experiment, using “Visual Novel / Dating Sim” engine Ren’Py to adapt Telltale’s Walking Dead conversation mechanics to cringe-humor HBO series Girls, seems to prove out my theory that it is at least technically possible.

    This is based on a scene from season one’s “Vagina Panic” episode. I picked it because I think it works reasonably well, even if you don’t know anything about the characters when you start.

    I had plans to replace all the visuals with my own art style, but 48 hours is not a lot of time to learn a new scripting language and make art, and I had to at least attempt to write branches of the script that approximate Jessa, Hannah, and Shosh’s voices.

    I’d like to spend more time on this and do it up right.

    Send your comments, questions, etc. to @GameDesignerBen on the twitter.

     
  8. 13:12 29th Dec 2012

    Notes: 32

    Saying adieu to 2012 with the world’s largest pixel fireplace

    Saying adieu to 2012 with the world’s largest pixel fireplace

     
  9. 10:17 21st Dec 2012

    Notes: 1217

    Reblogged from gameological

    Who has two thumbs and made the most popular game in The Gameological Society’s 2012 year-end feature?

    gameological:

    Star Wars: Sequel Debacle Simulatron

    The pop-culture bombshell of 2012 was the news that Disney would be releasing a new  Star Wars film every couple of years, starting in 2015. That’s a lotta Star Wars! They’re going to need some kind of Star Wars movie-creating machine at that rate. Luckily, we’ve got just such a machine right here. With the Star Wars Sequel Debacle Simulatron, you can mix and match writers, directors, and actors and see how your fantasy Star Wars flick fares with critics and fans. Produce the Tina Fey/David Lynch Star Wars collaboration of your dreams!

    Star Wars: Sequel Debacle Simulatron is an original game created for The Gameological Society’s Play The Year retrospective. We invited four indie development teams to make a browser game inspired by a major news story from 2012, with two weeks to bring their game from concept to reality. And now you get to experience the results. Play Star Wars: Sequel Debacle Simulatron at gameological.com!

     
  10. Drew Toal over at The Gameological Society interviewed me for an article about the L.A. Game Space project that recently met its goal over at kickstarter. He did a fine job distilling my raving logorrhea into something vaguely resembling informed opinion.