"In Creatures Such as We, living on the moon is lonely, and stressful, and exhausting. Video games have always offered you an escape to a better life. The easy, happy life you wish you had. Which makes it so frustrating when the game you’ve been playing ends badly. But you have a chance to figure it out, because the next tourist group is the game’s designers. You can debate with them about art, inspire them with the beauty of outer space, get closer to any one specific designer in particular, and finally find out how to get the ending you always wanted.[more inside]
Laura Hudson at NYT Magazine offers a great profile of Porpentine, one of the most talented voices working in an ultra-accessible medium for crafting new interactive fiction. She also reviews landmarks in the genre from other authors. What better time to celebrate the profusion of excellent Twine games out there? Links galore inside. [more inside]
ShuffleComp is an in-progress Interactive Fiction competition where all the games are based on a song chosen partially by the intfiction boards and partially by the game's author. While the voting/judging is ongoing, all the games submitted for the competition have been released and are playable now!
As the conversation about the state of games criticism continues, there is a site that acts as a platform for some of the best writing in the field by theorists, critics, and independent developers: Nightmare Mode dot net. [more inside]
"The experiences of women may not be easy to portray in the aggressive world of videogames. If such a game is made - and I hope it is - it will be because its creators demanded to be heard. It will be created because women made it." (Source)While the vast majority of video game titles are designed primarily by men, women have been a part of video game development since the earliest arcades. Here are some of their games: [more inside]
The Digital Antiquarian discusses ludic narrative and has been filling in by bits and pieces an amazing history of recreational computing and adventure gaming. The Rise of Experiential Games traces the development of Wargames from H.G. Wells' (!) wargame for toy soldiers, Little Wars, to Avalon Hill's Squad Leader; he discusses the development of Dungeons and Dragons (part 2, 3) led to the first CRPGs on PLATO. He'll tell you things you didn't know about Oregon Trail (part 2, 3, 4, 5, postscript, the 1975 source code!), Hunt the Wumpus (part 2), Colossal Cave Adventure (part 2, 3, 4, 5), Eliza (part 2, 3), Scott Adams' games (part 2, 3, 4, 5), the TRS-80 (part 2, 3), the 2 adventuring cultures of university minicomputers and home PCs, and their unlikely bridging. [more inside]
Smithsonian to exhibit videogames as art. Jason Scott Completes GET LAMP. Can this day be any better?
The Art of Videogames, a Smithsonian American Art Museum exhibit set to open in March 2012, has been featured on CNN today. But you don't have to wait until 2012 to get your fix of gaming history. CNN has let the cat out of the scanner: our very own Jason Scott (jscott) has finished GET LAMP. It's now shipping! [more inside]
The Wager: "I'll bet you that video games will never become a significant form of cultural discourse the way that novels and film have. I'll bet you that fifty years from now they'll be just as mature and well-respected as comic books are today," posits game designer Steve Gaynor. Responses and rebuttals. [more inside]