Favorite game designs from 2017

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Feb 102018
 

I already posted about my favorite game of last year — What Remains of Edith Finch — but I liked a lot of other games last year too, so here are some recommendations and why I liked them.

I play well over a hundred games a year, for varying lengths of time, usually mostly right at the end of the year when I have time off and can devote it to sitting in front of a screen and playing for eight hours a day. Even the games I really enjoy, I often never get to go back to. My completion rate is terrible. Though this year, I did finish Gorogoa, Edith Finch, and Old Man’s Journey, mostly because they are short. So bear in mind that for me, “favorite” usually means “intrigued me from a design perspective” and not necessarily “had the most fun playing.” Think of this list as “games designers should play,” in my opinion.

These are just in alphabetical order, by the way, not ranked in any way. Continue reading »

Feb 062018
 

I was chatting on Twitter with someone about narrative games, and What Remains of Edith Finch came up. It was my favorite game of last year, and I had written this little bit on it for a forum discussion elsewhere… but never posted it here. So here it is, slightly expanded.

I’ll try to do this without spoilers. TLDR: Basically, an amazing gamut of emotional stuff gets evoked by linking mini-games (mostly about control, which is crucial to the underlying themes of the story) to the stories really tightly.

Long form:

Edith Finch is a major structural evolution of what people have termed “walking simulators,” first person narrative storytelling, a hybridization of filmic story with narrative drips from static object interactions. Continue reading »

Interactive Mountain

 Posted by (Visited 13304 times)  Game talk  Tagged with: ,
Jul 102014
 

mountaingameEveryone is talking about Mountain.

Mountain is a game where you see a 3d mountain. It can be turned. You can play some notes on the keyboard. The mountain does things on its own. Trees grow, clouds, etc. It “says” things. Stuff falls from the sky. It’s pretty.

There is nothing you can do to affect the mountain, at least not that anyone has discovered.

Now, obviously this is the sort of thing that would get called “not a game.” And in fact, while praising it, some get perilously close to saying exactly that, in academic lingo:

Just to be clear: Mountain is not a text. It shouldn’t be treated as one. Mountain is best understood as an exercise in form — it’s a small, contained work that depicts and explores a mountain as an object.

At Critical Proximity I pointed out that the avant-garde/art/whatever games would have been called “formalist” in any other medium, so I like this observation.

Here’s Brendan Keogh reacting negatively to Mountain:

I thought I would write a piece about how it makes a point of nothing-ness in a really interesting way. In its menu, where it explains the controls, both ‘keys’ and ‘mouse’ are said to do “NOTHING” despite this being clearly false (keys play musical notes and the mouse rotates and tilts the mountain). It seemed like an explicit commentary on videogames and nothingness, and I thought that would be cool.

But I found it so boring.

Continue reading »

2048: Game Design Theory Edition

 Posted by (Visited 8643 times)  Game talk  Tagged with: ,
May 022014
 

gametheory2048I have to post this here for posterity even though I already tweeted it yesterday. Anyone better at 2048 than I who can post the full list of everyone in it? I’ll update the post with the details. 🙂 See below!

2048: Game Design Theory Edition. Made by Brian Upton.

I can’t get higher than Eric Zimmerman… my daughter saw Frank Lantz though.

Edit: the full list, as provided by commenters:

  1. Chris Crawford
  2. Greg Costikyan
  3. Jesse Schell
  4. Raph Koster
  5. Ernest Adams
  6. Marie-Laure Ryan
  7. Jesper Juul
  8. Eric Zimmerman
  9. Frank Lantz
  10. Ian Bogost
  11. Brenda Romero