Alt-Play: Jason Rohrer Anthology announced for DSiWare

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So continues the slow drift of indie games to the mainstream download channels. Following the high-profile Wii ports of indie heavyweights such as Cave Story and La Mulana (and indeed the announcement of Diamond Trust of London for DS, several of Jason Rohrer’s early opuses will soon be bundled for play on the Nintendo DSi.

To editorialize a bit, anthology releases like this, rather like a collection of short stories or short subject films, may soon be an important consumer model for showcasing unusual design concepts. Witness the success of Valve’s Portal, a critical darling (itself based on an indie game project) that many would have overlooked if not for its inclusion in Valve’s Orange Box. With the strict pricing models and content expectations of the commercial market, it’s hard for a small, original title to hold its own. But arrange several games around a theme, or an individual voice such as Jason Rohrer, and you’ve got the basics of an intriguing package.

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Verisimilitude

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Whereas David Tennant often seemed to be giving a performance, sketching the Doctor out like a comic book character, and Eccleston — well, he performed in a different way; a more classical dramatic performance, where he tried to depict the script as written — Matt Smith plays the role as if he isn’t at all aware there’s an audience. When he speaks, he actually seems to be talking to someone. When he walks and gestures, he does so with a certain apparent obliviousness beyond his own motivation. And when other actors are talking, he listens. He processes what they’re saying. You can see him thinking it over, weighing possible responses.

Basically, he plays it for real. And it is play; it’s just so completely method. It goes beyond his physically hitting his head, hard, and biting his co-star — hard — and all the food acting in episode one. He seems to inhabit every scene he’s in. The verisimilitude to his performance — it hasn’t been present since the 1960s, when every episode was shot more or less as-live, and everyone was in fact reacting to his or her environment in real time.

It’s so real that the heightened performances of the guest actors — which would have seemed perfectly normal in the last few series — seem like they’re coming from a different universe, and Murray Gold’s music — which I have always enjoyed — seems as out-of-place and bombastic as people have often complained in the past. The rest of the show just isn’t geared to his level, as yet.

I’m really curious where he’ll take this once the writers stop writing him as David Tennant.

Craft Service

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by [redacted]

Over the years, game design has calcified. If I were to pick a turning point, I might point at the SNES — a system of broadly appealing games that delivered exactly what people expected of a videogame, challenged few perceptions, and established the status quo for 2D console-style game design. Since then it’s been hard to get past the old standards — the prettied-up enhancements of Super Mario 3, The Legend of Zelda, and Metroid that added little new in terms of expression or design language, yet that refined the hell out of some proven favorites.

You could say that the SNES was the epitome of Miyamoto-styled design (even in games by other developers), and you’d have a reason for saying that. Namely, it was the Miyamoto Box: Nintendo’s reward to Miyamoto for the broad appeal of his NES catalog. Meanwhile Miyamoto’s opposing force, in Gunpei Yokoi, was rewarded for his invention of the Game Boy by having his studio removed from mainstream console development to support his brainchild. The message was clear: Miyamoto’s way was the successful one, so he would be in charge of everything important from here on.

The thing is, Miyamoto is just one voice. He had a few brilliant ideas in the mid-1980s, all born out of a particular context and in response to particular problems. And then by the turn of the ’90s he was pretty much dry. All that was left was to codify his ideas, turn them into a near law of proper design — regardless of context — and then sit back to admire his work, while new generations carefully followed his example as if manufacturing chairs or earthenware pots. A videogame was a videogame, much as a chair was a chair. It was a thing, an object, with particular qualities and laws.

Thing is, videogames aren’t things; they’re ideas.

( Continue reading at DIYGamer )