The question of whether videogame development is an art discipline was prevalent a few years back, but now it’s pretty diluted. Most folks involved got tired of it. The same old arguments learned to repeat themselves all on their own. Many realized that proving one thing or the other wasn’t going to change anyone’s life.
However, the concern is understandable, especially for newcomers. After the hundredth game sold to us like a toothbrush, the slightest contact with the medium’s nuances and its deepest virtues pushes us toward art as the only field able to give meaning to our experiences. And with good reason, too. Continue reading Games as Art: Introduction to the Death of a Debate
The world of videogames moves at a very quick pace and we have a tendency to forget about some of the most interesting titles we’ve had the pleasure of coming across. A recent conversation reminded me of a truly notable title: Don’t Look Back. As some of you will already know, it’s the title of the game Don’t Look Back by Terry Cavanagh, published in 2009.
What could be so interesting about the title of this game? After all, it’s only three common words and their meaning is clear — it’d be more worthwhile to reflect on the game’s virtues. But no, today I’m more interested in its name, and more particularly in the semantic mutations it’s subject to throughout the game. Continue reading Don’t Look Back
Today I’m going to tell you about a piece of interactive humor called Corporate Climber (Pixeljam, 2011), and Corporate Climber, in turn, is going to tell us that the real interactive joke is authority.
The game’s structure is that of the gradual rise to power, the most widely used structure in games both old and new: a male and somewhat pale individual starts off in the world with nothing to his name and accumulates power-ups until he’s become a superior… something. Continue reading Corporate Climber
Damian Sommer made A friendship in four colors in 2011 for TOJam 6. The game is ostensibly designed for two players, but I didn’t have anyone at hand back when I found it. I beat the early stages controlling one character with my left hand and the other with the right, and it started to grow on me.
Luckily it’s not a competitive game. Both characters depend on each other to reach the same goal. Levels only end when both characters arrive safely to the finish line, and the death of either sends you back to the starting point. Continue reading A Friendship in Four Colors