Archive for July, 2008

Anyone have a contact at GAME?

Sunday, July 6th, 2008

GAME, the European retailer, announced that they want to experiment with self-publishing games.

(See this article at MCV).

If they are interested in dealing with PC games, I think Braid could be an ideal case for them, for various reasons. I hate cold-calling, though, so I wonder if anyone reading this blog knows someone in a relevant position at GAME. I will owe you one!

Nicewrench, a new game prototype, has been posted.

Saturday, July 5th, 2008

Nicewrench Screenshot

In 2007, the indie developer messhof created FLYWRENCH, which I felt was a very interesting game. I recommend that all game designers play it. You can download FLYWRENCH here.

In February 2008, I created a game prototype called Nicewrench, which was about experimenting with FLYWRENCH’s design: what happens if you take a game that is about mercilessly killing the player, and remove the possibility for player death?

You can download Nicewrench on my game prototypes page, here.

Both FLYWRENCH and Nicewrench were shown (and played by a room full of attendees) in my presentation at Nuances of Design 2008.

There’s more in the way of design musing in the README, which is also copied here, after the fold.

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The Kotaku Game Club is back.

Tuesday, July 1st, 2008

I first mentioned the Kotaku Game Club here a year ago. After being active for a short time, the game club went on a long hiatus. But now, Brian Crecente has revived it. This week they will be playing Beyond Good and Evil, a highly-acclaimed game that you can download from Steam for $10.

Beyond Good & Evil

If you’re interested in participating, you’ll want to download and play the game soon; they’re discussing the game in four parts, and the first discussion happens on July 7.

In case I didn’t make it obvious enough, the Kotaku link introducing the new Game Club assignment is here.

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