Sound and Perspective in Experimental Games

  • Reading time:1 mins read

by [name redacted]

Whereas last year’s Experimental Gameplay Sessions were crammed into a standing-room-only meeting room, resulting in a nightmare for the fire marshal yet a powerful experience for the audience, this year’s sessions were moved to a huge, dark presentation hall.

Although the audience turnout was larger than ever, and host Jon Blow had more participants to introduce, the meeting somehow felt less intimate and more low-key than last year’s.

As before, the event sprawled over two and a half hours with a short break in the middle. Where last year’s sessions had a general theme of interpreting complex emotions and ideas through familiar game models – evidenced in games like flOw, Cloud, Braid, and Everyday Shooter – this year’s entries tended toward novel uses of sound and perspective. Perhaps half of the event was devoted to various game festivals, while several of the remaining presentations were of high-profile commercial games.

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Experimental Gameplay 2006 – Part 2

  • Reading time:1 mins read

by [name redacted]

Jonathan Blow showed what appeared to be a humble-looking 2D platformer, that at a glance could well have been designed in Mark Overman’s Game Maker, and mumbled a few things about time manipulation. He referenced Prince of Persia: Sands of Time and Blinx: The Timesweeper, calling them relatively traditional in application. The player can only go back so far, and only under certain circumstances, making the time element sort of a gimmick. Blow wondered what would happen if the player were able to “undo” however many mistakes he pleased. What would that mean for design? Could it even work? If so, how?

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