Indie video gaming creativity a bit like making literature

“It’s not a game I made for other people,” he says. “I made it for myself.” That might be the creative creed for a new generation of independent video games and game makers that has sprung up in the past five years or so. Unlike the makers of mainstream blockbuster games — slick packages produced by creative teams numbering in the hundreds — indie game makers working alone or within…

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MS Paint Adventures

Wonderfully silly take on old-school point-and-click adventures. I’ve only played through the first few turns but found quite a few good laughs. I’ll be back to play more when I’m done chauffeuring the offspring this evening. A young man stands in his bedroom. It just so happens that today, the 13th of April, is this young man’s birthday. Though it was thirteen years ago he was given life, it is…

Raph Koster

Mailbag: breaking in again » Raph’s Website

Good advice from Raph Koster to someone who wants to break into the game design business. The advice goes for writers, performers, and anyone creative. The way to better your chances at landing a creative job is to create. See, the filter here that many employers will use is “motivation.” Games are hot now, and everyone says they want to be in the industry. But given that there’s no huge…

Versu

Versu’s Epilogue: How an Interactive Fiction Pioneer’s 15 Year Project Ended Up in Limbo at Linden Lab

However there’s a particularly sad tale tied up in Versu’s fate (literally) and it’s why you won’t find me applauding this clean up any time soon. Versu was co-developed by acclaimed interactive fiction writer Emily Short, and for over a year most of the stories she’s made have been strictly for Versu. The unfortunate result of this is that Linden Lab now owns these stories as well as the platform…

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The Hitchhiker’s Guide to the Galaxy – About the game

30th anniversary refit of the cruel, cruel text-adventure game. The game is still the same wonderful piece of interactive fiction that Douglas Adams wrote and Steve Meretzky programmed, but in finding it a new home, a few changes needed to be made. The old Flash game would not work on the new servers, and in porting it to a new HTML5 incarnation, several innovations took place. We were able to…

Emily Short

ifMUD IF discussion | Emily Short’s Interactive Storytelling

Emily Short on the limitations of parser-based IF. And I’ve finally, about fifteen years on, accepted that there is nothing I know how to do that will make a parser-based game a sufficiently inviting prospect for the majority of players. Tutorial text, external help materials, more synonyms, better error messages, attempts to highlight key nouns and list key verbs for the player — you can spend hundreds of hours on…

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Feature: History Lesson: the treasured past of LucasArts point and clicks

I played more of the Sierra point-and-click adventures than the LucasArts ones, but “The Dig” and “Full Throttle” were probably as important to me as half a dozen of my once-favorite TV shows or movies. (I’ve revisited these games by watching YouTube longplay videos.) There’s a fondness throughout the catalogue for the catalogue. Monkey Island pokes fun at obscure adventure Loom. Indiana Jones props cameo all over the place. Monkey…