Davis and Ma wrote up a long list of one-paragraph game pitches to prototype. They would be small, manageable games that two people could complete on their own. The game they chose to go with would have to be finished within a year, because that was all they had budgeted for. Among the pitches inspired by board games, roguelikes and all the genres that excited them was a 2D, top-down management game called FTL. The Opposite of Fail
- The making of
FTL (
Previously)
posted by Artw
on Mar 17, 2013 -
19 comments
Both characters remained fully clothed and there were no genital shots. But this was still the most explicit sexual content Wildenborg had seen in a video game. “It was at this point I decided to release the patch to the public,” he says. “I tossed the name 'Hot Coffee' on the file, based on the fact that the girlfriends would ask CJ in for some 'coffee' as a euphemism for sex. Hot Coffee was the first modification for San Andreas.” -
The history of Grand Theft Auto's infamous "Hot Coffee" mod.
posted by Artw
on Dec 9, 2012 -
37 comments
There’s no nice way to say this, but it needs to be said: video games, with very few exceptions, are dumb. And they’re not just dumb in the gleeful, winking way that a big Hollywood movie is dumb; they’re dumb in the puerile, excruciatingly serious way that a grown man in latex elf ears reciting an epic poem about Gandalf is dumb. Aside from a handful of truly smart games, tentpole titles like The Elder Scrolls V: Skyrim and Call of Duty: Black Ops tend to be so silly and so poorly written that they make Michael Bay movies look like the Godfather series. Taylor Clark's Atlantic profile of Braid creator Jonathan Blow has prompted some strong reactions.
Are videogames dumb? Is hard to make them not dumb? Are most things dumb anyway?
posted by Artw
on May 6, 2012 -
179 comments
"The days when you could buy a videogame one day and get an expansion a year later are, sadly, lost in time. Instead, it seems there's a constant bombardment of DLC and microtransaction items all vying for our credit card numbers. They're in everything, from MMORPGs through to singleplayer shooters, and it's only getting worse as time goes on." -
An investigation into microtransactions and gaming.
posted by Artw
on Oct 17, 2011 -
114 comments
The biggest literary influence on my approach to game design, however, was one of the writers I worshipped as a teenager: Alice Sheldon, aka James Tiptree, Jr. Tiptree had one particular recommendation for starting a story: “Start from the end and preferably 5,000 feet underground on a dark day and then don’t tell them.” This is precisely how we begin Half-Life. It was a deliberate antidote to the many game openings that involved pages and pages of backstory presented in scrolling text. - An
interview with Marc Laidlaw, writer for the Half Life series.
posted by Artw
on Oct 13, 2010 -
65 comments
Editor Marty Halpern looks back at the career of George Alec Effinger (
part 1,
part 2,
part 3), a prolific author best known for his work set in the
Budayeen, a walled city in a future Islamic state, teeming with gangsters, hustlers and transsexual prostitutes, many of them habitual users of plug in personality modules. The noirish tone and exotic technology of the
Marîd Audran books (When Gravity Fails, A Fire In The Sun, The Exile Kiss) made Effinger one of the leading lights in the cyberpunk movie, and spawned a
videogame - a rare attempt at a graphical adventure from Infocom - and
an RPG setting. Sadly Effinger
faded from prominence after that, and he suffered from a number of health and financial setbacks before
passing away in 2002. His work has had somewhat of a resurgence in popularity of late, with the Marîd Audran books coming back into print in 2007, a long with a
collection containing The Wolves of Memory, Effinger's personal favourite amongst his novels.
posted by Artw
on Jun 9, 2009 -
32 comments
Did you grow up anticipating sports where death would be likely, if not certain? Almost certainly played by convicts, possibly with robot limbs? And which would be even more likely to have chainsaws and flamethrowers not usually found in the sports of today?
Those We Left Behind’s look at Future-sports of the past, in
videogames,
movies and
comics is for you!
posted by Artw
on Sep 11, 2008 -
41 comments