Poto & Cabenga Released

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Honeyslug‘s Gamma 4 presentation piece, Poto & Cabenga, has now gone public. If you’ve got trouble multitasking, maybe this is a good life tool. It’s a single-switch game, where you control two characters at once.

For Cabenga, hold the space bar to run and release it to jump. For Poto, hold the space bar to slow down and tap it to jump. You can imagine the complications that play out, as you collect objects, avoid stray hedgehogs, and collaborate between the two characters to solve problems. All with a single button. Now there’s overloading the functions for you.

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A Life Worth Living

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by [redacted]

Some of the typical themes to indie games, and art games, and deconstructionist games in general, include violence, death, and loss. I find it interesting that the deeper problems of game design, toward which the more thoughtful game authors are drawn, so closely mirror a boilerplate list of human concerns. At least, metaphorically speaking.

Of the three, death and loss, and the association between the two, are the bigger concerns — perhaps because in the short term, with such a narrow communication bottleneck, it’s more worthwhile to hand out monosyllabic verbs for the player to sling around: shoot, run, jump, grab. Let players use the grammar they know, while you precisely sculpt a context to lend the discussion an illusion of eloquence.

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Daniel Remar’s Hero Core released

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New as of the Saturday before last: the sequel to Iji and Garden Gnome Challenge author Daniel Remar‘s own Hero, Hero Core. It’s a crunchy, deliberately old-fashioned game, apparently influenced in equal parts by Section-Z (the character movement), Zelda (the overall structure), and Blaster Master (the enemy movement, and some of the tone). I’d say Metroid, but that’s too easy and doesn’t seem accurate in this case.

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Fred Wood’s Love+ Updated

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Love is a splendid argument for minimal design. The entire playfield is only a handful of pixels. You walk, you jump, you set your respawn point (a nice compromise between quicksaves and lives). White objects probably hurt you; other colors probably don’t. That’s it. Yet the jazzy music, the crunchy mechanics, the feisty interface, the droll explanatory text, and the memorable level design paint the game as a classic.

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The Game-Maker Archive: Matt Bell

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by [redacted]

Though I’m not sure if he concerned himself with the broader community, Matt Bell’s Paper Airplane is perhaps the most widely-distributed Game-Maker game, and Yuphex is one of the most sophisticated. Matt’s games are defined by a meticulously clean visual style and a talent for both subverting and capitalizing on Game-Maker’s design quirks. It’s not that his games are purely experimental; that same sense of cleanliness and discipline extends to his design concepts, lending his games a strong feel of professionalism.

Matt began his Game-Maker work in high school, as was common to most of the designers I encountered. Most of my our communication was through the post, and carefully packaged 3-1/2″ floppies. From what I remember of Matt he was fairly reserved and didn’t mince words, which shows itself in his art. Offhand I am only aware of three of his games, which I will discuss below. If anyone can fill the gaps, please consider this an interactive discussion. All the better to unearth some indie game history.

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Ceramic Shooter – Electronic Poem

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The shooter is one of the most fundamental design templates, and so one of the most fruitful to dissect. On the analytical end, see Kenta Cho, Treasure, Tetsuya Mizuguchi, and the Geometry Wars games.

Theta Games’ Ceramic Shooter – Electronic Poem, released about a month ago and slowly gaining attention, similarly takes advantage of the form.

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The Original Game-Maker

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by [redacted]

Long before Mark Overmars’ popular design tool, Recreational Software Designs‘ Game-Maker (note the hyphen) opened the horizons of Shareware-era PC gamers, forged friendships and dial-up communities, and cluttered the upload directories of bulletin boards as far flung as Russia and South America. There were several dedicated BBSes, including the official RSD board in Kennebunkport, Maine. For those outside of calling range, there was always the USPS and 3-1/2″ floppies. And then development ceased, and slowly Game-Maker faded.

Game Maker was first released around 1992, as a set of VGA mode DOS utilities tied together with a text mode selection menu. For every game produced, the main program file, containing all of the important code, was the same. To distinguish one game from the next, the program file would call on a .gam file, in which the user would compile all of his content through a rather elegant system of brainstorming lines and form fields. The rest of the tools — tile editors, character and monster editors, a map editor, a sound editor, and so on — served to develop that content.

In retrospect it was kind of brilliant; from the program’s perspective all of the important information that made a game unique — visuals, sound, controls, rules, design, structure — was simple window dressing, to call in and process like so many documents. And design was nearly that easy.

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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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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.

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Matt Aldridge’s Uin Released

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Having gained some renown, or perhaps infamy, with his dadaist La La Land series, Matt Aldridge (aka biggt) has unleashed a significantly more ambitious follow-up.

Compared to the La La Land series, Uin is rather more conventionally structured, if no less evocative. There is an inventory, and exploration, and in place of the sheer dream dump of La La Land, play involves a certain amount of skill or problem solving. There are even a couple of forced-scrolling shooter stages. Yet Aldridge still wraps it up in his typically baffling logic and atmosphere.

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