Tiltfactor Launches Online Adventure Game, Crowded Dungeon
We are excited to launch our online adventure game, Crowded Dungeon!
We are excited to launch our online adventure game, Crowded Dungeon!
We are excited to launch our online adventure game, Crowded Dungeon!
(Portuguese translation, courtesy of Artur Weber)
This post is a distillation of some current thoughts on game preservation (extending to software preservation) that arose from a presentation I gave at Stanford two weeks ago. Video of that talk is here. The discussion in this post is a little more advanced and focuses mainly on the last 10-15 minutes of the talk. I have also posted a link to another presentation I gave at the Netherlands Institute for Sound and Vision in February. This earlier one is exclusively about the issues with standard game preservation. If you are unfamiliar with this whole topic, definitely check it out.
My first PuzzleScript game is a concrete poem that, after a few levels, taunts you, the player, with a metapuzzle.
Erik Stayton’s 12-minute video “Apple II vs. Commodore 64″ is now up on YouTube. It’s shot in the Trope Tank with him in conversation with me there. We discuss several of the things you’d experience in emulation, but also make reference to material specifics of these systems and the two specific computers and controllers that were used.
Erik played three quite different games that we had on hand, on disk, for both systems: Skyfox, World Karate Championship, and Hacker. Besides discussing graphics and sound quality, we also talk about the playability of these games with the controllers we have and issues such as loading times.
We are pleased to announce the publication of our recent National Endowment for the Humanities supported white paper on archiving and appraising academically produced computer games. “A Unified Approach to Preserving Cultural Software Objects and their Development Histories,” is aimed at providing a first step towards an archival methodology for computer games and their development documentation. The report provides an in-depth look at the development of Prom Week, EIS’s social simulation game, with a focus on its development process, context, and documentation. We highlight key moments in its development timeline, and elaborate on the different types of documents produced, and the challenges encountered in gathering everything together for deposition into the University of California’s Merritt Repository.
This Spring, Andrew Plotkin (a.k.a. Zarf) is the Trope Tank’s writer in residence. Andy will be at the Trope Tank weekly to work on one or more of his inestimable projects — as a game-maker, programmer, and platform developer, he has been working furiously for many years. (His home page is modest in this respect; See also his latest game, Hadean Lands.)
To how software keeps getting better and graphics get better-looking on the same old consoles.
Note that for the Atari VCS / Atari 2600, only answers #3 and #4 apply, since developers didn’t use “engines” or even compilers, instead writing their code in assembly langauge. (Presumably the assemblers didn’t improve much over the years.) Also, the VCS had no firmware, flashable or otherwise; although refined versions of the hardware were produced over the years, such as the Atari 2600 Jr., such systems were optimized for cheaper manufacturing and didn’t improve performance.
There’s a nice article up at The Atlantic about Flash, written by the two authors of the new Platform Studies book, Anastasia Salter and John Murray. Their new book, I’ll remind you, is Flash: Building the Interactive Web.
The People’s Republic of Interactive Fiction meets once again tomorrow (Monday 2014-11-24) in its regular meeting-place, the Trope Tank. We meet at 6:30 in MIT’s room 14N-233.
There is much to discuss and celebrate, such as the conclusion of the IF Comp – congrats to Sean M. Shore for his 1st place game Hunger Daemon, and to all the other winners. Besides that there’s the recent release of Hadean Lands by PR-IF stalwart Andew Plotkin. And, today there’s a front-page New York Times article about IF, and Twine games specifically. I’m sure I forgot some things we have to celebrate, so come by to see what those things are.
I’m delighted that Flash: Building the Interactive Web by Anastasia Salter and John Murray has just been published by the MIT Press.
This is an excellent study of an influential software platform – our first such study in the Platform Studies series – and it both traces the history of the platform, its development and the contexts in which it arose, as it also covers many famous and representative Flash productions.
Mark Sample writes of it, “Combining historical research, software studies, and a deep appreciate for digital creativity, Salter and Murray dramatically explore Flash—whose very ubiquity has heretofore made it transparent to media scholars—as the defining technology for a generation of artists, storytellers, game designers, and Web 2.0 companies.”
I’ve revisited two games about depression which seem interesting to compare. One has been discussed more recently, particularly thanks to its recent release on Steam: the Twine game Depression Quest. (It’s also available on the Web.) The other, which is in Flash and on the Web, is the platformer Elude. The latter was developed at MIT, in the GAMBIT Game Lab.
Both of these games have seen plenty of discussion, but I wanted to mention an aspect that make them interesting to compare. Of course, Elude is graphical and played in real time, while Depression Quest is text-based and allows the user to select CYOA-style options. But that’s quite obvious.
Robert Yang’s latest is a first-person-shooter version of Jorge Luis Borges’s “The Garden of Forking Paths.” With a lovingly off-kilter translation (befitting its “original”) and with visuals and (quite minimal) interaction that suits the experience, this is an extraordinary set of linked mini-games, well worth the short amount of time it takes to get through them, and worth offering at least a bit for this pay-what-you-will game.
Check out Intimate, Infinite.
Just out: Introduction to Game Analysis, a book that covers many different approaches to understanding games, and particularly (although not exclusively) videogames. (Check the availability of the book online.) It’s by Clara Fernández-Vara, now on the faculty at the Game Center at NYU, who did one of the first digital media PhDs at Georgia Tech and was for many years my colleague here at MIT – I’m glad she was also part my of lab, The Trope Tank, for some of that time. Fernández-Vara is a scholar of games and an award-winning maker of games as well, and in both cases her emphasis has been on adventure games.
This week at GDC I gave a talk as part of the session “Federal Opportunities for Game Faculty and Students.” I was joined by William Bainbridge (Program Director, National Science Foundation) and Jason Rhody (Senior Program Officer, Office of Digital Humanities, National Endowment for the Humanities). My presentation focused on my experiences as a Principle Investigator on a grant from the Institute for Museum and Library Services and as a panelist for the National Endowment for the Arts.
The slides and my talk notes are below. I hope they’re helpful!
Hello from Cambridge, Massachusetts, where I’m currently dressed as a grue. The streets are unnervingly lit up tonight for some reason and many people are about. Perhaps my quest to find a dark, quiet place will lead me to Fenway Park.
There is a lot of news about upcoming interactive fiction events, and the first part of a two-part article by Illya Szilak, “A Book Itself Is a Little Machine: Emily Short’s Interactive Fiction,” is just out in The Huffington Post.
Now available: TROPE-13-02 – Videogame Editions for Play and Study by Clara Fernández-Vara and Nick Montfort.
We discuss four types of access to videogames that are analogous to the use of different sorts of editions in literary scholarship: (1) the use of hardware to play games on platforms compatible with the original ones, (2) emulation as a means of playing games on contemporary computers, (3) ports, which translate games across platforms, and (4) documentation, which can describe some aspects of games when they cannot be accessed and can supplement play. These different editions provide different information and perspectives and can be used in teaching and research in several ways.
I’m here at the Boston Festival of Independent Games (Boston FIG) today. It’s actually in Cambridge, at MIT, but otherwise the title is not misleading: It is festive and full of indie games and discussion of them. I’ve seen an incredible variety of work by individuals and small teams of developers. Just to give some flavor of the event — according to my notes, I’ve seen:
This week is the Digital Arts Exhibition at Dartmouth! All week long FAB(rication) Lab has been going on in the Hopkins center with students and visitors learning about programming, animation, and many other subjects that combine art and technology!
Tomorrow (Thursday, May 9th) from 7pm to 10pm in the Black Family Visual Arts Center will be the Digital Arts Exhibition with interactive installations, games to play, and student artwork! There will be food from Salt Hill Pub. There will be a student animation showing at 7:30pm and student live action showing at 9:00pm.
Thanks to Dr. Clara Fernández-Vara, the Trope Tank has a new technical report, TROPE-13-01: “Electronic Literature for All: Performance in Exhibits and Public Readings.”
This report covers readings of interactive fiction done by the People’s Republic of Interactive Fiction, the Boston area IF group, and the exhibit Games by the Book, discussed previously on here. But there is much more detail in this report about how these attempts managed to share computational works (works that are both games and e-lit) with the public. If you are interested in outreach and presentations of this sort, please take a look.
Seven Stories Press · 208 pages
Mud Lucious Press · 65 pages
Consciousness wobbles between the “real world” of Barry Manilow concerts, streetscapes that look like Frogger, and private Facebook messages on the one hand and a fabled simulation bleeding beyond the phosphors of the computer-connected CRT television on the other. Amid tender moments featuring the wife, child #1, and child #2, these poems also offer reminders of the political context in which Westward expansion was undertaken. “The Oregon Trail 2 Starring Mel Gibson Directed by Mel Gibson” notes, for instance, “We have Manifest Destiny in our cocks.” This book about the American journey, not the destination, may appear to be a nostalgic romp. (Perhaps the book’s dedication, “FOR YOUTH,” and the theme of adult responsibilities invites such an attitude.) There is no home to ache over, though, in these 39 poems that join intimate imagination to a famous if floppy American document, showing that however personal or national memory flows past, in whatsoever form, you can’t ford the same river twice.
Mud Lucious Press · 65 pages
Consciousness wobbles between the “real world” of Barry Manilow concerts, streetscapes that look like Frogger, and private Facebook messages on the one hand and a fabled simulation bleeding beyond the phosphors of the computer-connected CRT television on the other. Amid tender moments featuring the wife, child #1, and child #2, these poems also offer reminders of the political context in which Westward expansion was undertaken. “The Oregon Trail 2 Starring Mel Gibson Directed by Mel Gibson” notes, for instance, “We have Manifest Destiny in our cocks.” This book about the American journey, not the destination, may appear to be a nostalgic romp. (Perhaps the book’s dedication, “FOR YOUTH,” and the theme of adult responsibilities invites such an attitude.) There is no home to ache over, though, in these 39 poems that join intimate imagination to a famous if floppy American document, showing that however personal or national memory flows past, in whatsoever form, you can’t ford the same river twice.
Tried of thinking about well-defined regions of red and blue?
… start thinking about PURPLE BLURB, the digital writing series at MIT.
We’ll have our next event with TRACY FULLERTON, an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment. The Game Innovation Lab is a design research center that has produced several influential independent games, including Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey – a collaboration with media artist Bill Viola. Tracy is also the author of Game Design Workshop: A Playcentric Approach to Creating Innovative Games, a design textbook in use at game programs worldwide.
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