When Jason Rohrer's Castle Doctrine hits Steam later this month, it will be on release sale for 12 dollars. After that, it will be 16 dollars. Forever. Rohrer talks to Giant Bomb
about why he thinks constant sales are bad for games. (previously
posted by graventy
on Jan 23, 2014 -
This tech demo video
from Pillow Castle Games (of Carnegie Mellon) showcases an innovative first person puzzler using the optical illusion of forced perspective.
posted by codacorolla
on Jan 9, 2014 -
, released in 2011, adds an interesting twist to the classic boardgame: it introduces permanent, game-changing modifications to the board and game pieces every time it is played. Last year, the designer of the game, Rob Daviau, gave a fascinating talk on the design challenges inherent in such a game. The video of that talk is now freely available to watch
. [more inside]
posted by tocts
on Jan 7, 2014 -
They told me this was the Transformer. The Hodge-Podge Transformer, en route to the Ossuary. I don't understand what any of that means. I wish I could go to the Ossuary. The place of bones. That sounds simple and quiet, unlike this terrible place. [more inside]
posted by smcg
on Jan 2, 2014 -
Video Game Foliage.
"Making spaces for games is a strange and interesting art. Not being bound by physical limitations makes it possible to create impossible structures, but being bound by the technical limitations of modern computer graphics makes it difficult to create accurate simulacra of even simple objects. So video games cheat, using approximations to create the desired aesthetic result.
Plant approximations are especially hard, since organic structures tend to be difficult to describe in terms that graphics cards understand. This creates an interesting design constraint.
How do you create representations of plants given the limitations of realtime rendering?
I plan to use this blog to show a bunch of games that choose different answers to this question. I hope you’ll join me in looking into the weird world of video game foliage." [more inside]
posted by kmz
on Dec 19, 2013 -
Twenty years ago tonight, id Software uploaded Doom
to an FTP server at the University of Wisconsin-Madison and completely changed the video gaming industry. [more inside]
posted by Pope Guilty
on Dec 9, 2013 -
Lonely? Bored? Well, the 2013 Solitaire Print and Play Contest
is here to help you stave off boredom this weekend (and burn through all of your printer ink). This year's winner is Maquis
, a "solitaire worker-placement game with variable goals and a play time of approximately twenty minutes. The player places his resistance agents on spaces around town to achieve his goals - blowing up trains, publishing underground newspapers - but at the same time Milice collaborators and Wehrmacht soldiers patrol the area." [more inside]
posted by jbickers
on Dec 6, 2013 -
You might've noticed that the castles in the various Castlevania games, while different in every game, often feature similar areas and architectural ideas from game to game. You probably haven't gone to the trouble to catalogue these common components and their recurrences in the sprawling Castlevania series, but this is the internet, which means that somebody has
posted by Pope Guilty
on Nov 19, 2013 -
"The collaborative, web-based, massively multiplayer game Glitch began its initial private testing in 2009, opened to the public in 2010, and was shut down in 2012. It was played by more than 150,000 people and was widely hailed for its original and highly creative visual style.
The entire library of art assets from the game
, has been made freely available, dedicated to the public domain. Code from the game client is included to help developers work with the assets. All of it can be downloaded and used by anyone, for any purpose. (But: use it for good.)" [more inside]
posted by jenkinsEar
on Nov 18, 2013 -
, by Victor Gijsbers, is a game combining Vladimir Propp's folktale archetypes
with totalitarian manipulation. One player assumes the role of Stalin, and with it the power to dictate the rules and order executions; other players are either actors trying to beguile him with a traditional rustic tale or courtiers trying to twist the tale's elements to their rivals' discredit. [more inside]
posted by Iridic
on Nov 6, 2013 -
is a fun Halloween themed game. Add different combinations of ingredients into the witch's cauldron for some spooky surprises. [more inside]
posted by JujuB
on Oct 31, 2013 -
Time-sink alert: The Cutting Room Floor is a site dedicated to unearthing and researching unused and cut content from video games. From debug menus, to unused music, graphics, enemies, or levels, many games have content never meant to be seen by anybody but the developers — or even meant for everybody, but cut due to time/budget constraints.
posted by Artw
on Oct 28, 2013 -
The Physics of Light and Rendering
is a talk given at QuakeCon 2013 by John Carmack, co-creator of Doom, Quake, and many other games at id Software and beyond. It provides a detailed but surprisingly understandable history of 3D rendering techniques, their advantages and tradeoffs, and how they have been used in games and movies. (SLYT, 1:32:01, via
posted by cthuljew
on Oct 17, 2013 -
is the new game from Terry Cavanagh
It looks like a simple isometric-view platformer but every level (once the game proper starts) is essentially an optical illusion.
It will do your head in. In the best possible way. [more inside]
posted by motty
on Sep 23, 2013 -
Elizabeth Simins is an illustrator and a gamer. The latter wasn't always easy, though, which she illustrates in a four-part comic
on growing up as a girl gamer.
posted by gilrain
on Sep 16, 2013 -
Old School FRP
is a tumblr blog with a ton of illustrations and art from the golden age of Dungeons and Dragons and games that were totally not Dungeons and Dragons.
posted by Pope Guilty
on Aug 31, 2013 -
Released today on Steam
, Gone Home
has garnered praise for its deeply affecting narrative, stripped-down design and a unique aesthetic steeped in 90's nostalgia and riot grrl culture. "When I played Gone Home
I had the stunning realization that there could be a game for me. Someone can make a game for me." -Leigh Alexander
. "It’s touching, unsettling, deeply honest, and enormously compassionate. -Rock, Paper, Shotgun
. "Gone Home
is an epic story, but its definition of epic is far removed from how we usually talk about scope and drama in games. It’s epic, personal and revelatory to the people involved, and that’s why it’s so special." -Giant Bomb
. Polygon's 10/10 review
. How Gone Home's design constraints lead to a powerful story
. The Fullbright Company's Journey Home
posted by naju
on Aug 15, 2013 -
That is, perhaps, the most striking thing about Gorogoa - the potential it reveals for creating in a computer game the sort of puzzle that would be all but impossible in a physical medium. The interaction of the tiles with one another is complex and often unexpected. There are times when a sharp-eyed player can see the way forward simply by looking for congruency or potential points of contrast, but often those opportunities only reveal themselves as you play with the tiles. [more inside]
posted by smcg
on Aug 6, 2013 -