Experimental Gameplay 2009 is now open for submissions.

The Experimental Gameplay Sessions occur every year at the GDC; it’s a two-hour showcase of unusual and cutting-edge game designs. Each designer gives a ten- or fifteen-minute presentation of each game, including a live demo.

We’re now looking for submissions for the 2009 workshop, which will be happening in March. If you make unconventional kinds of games, I encourage you to apply. Our Call for Submissions document discusses everything in more detail:

Experimental Gameplay 2009 Call for Participation

Also, here’s the main page, for those who are just generally curious about the event.

4 Responses to “Experimental Gameplay 2009 is now open for submissions.”

  1. Pritchard Says:

    I’m *very* interested in experimental games. How do designers feel satisfied with original ideas expressed through generic play? Will you be posting this year’s submissions online?

    What about a creative workshop? – submissions of concepts and creative ideas. Maybe more a pool of < 1pg submissions…

  2. Tyler Glaiel Says:

    Sweet, I’ll be submitting one of my games when its done this week.

  3. OLLI Says:

    Sorry if this question might be wrong here but I did not find any other place where to post it.
    Will there be a demo version of the PC version of Braid?
    I read a preview in the biggest German gaming Magazine (GameStar) but I want to play a demo before I buy the game.

  4. Bananadine Says:

    Heyo I am also hereby hijacking this small and undeveloped thread for the purpose of asking an unrelated question about Braid. Be warned!

    The deal is that I just finished the game, and I don’t get the story, and according to comments you (Mr. Blow) have made in interviews and blog comments, “getting” the story is the game’s biggest puzzle–that is, it’s tricky to do, but there’s one and only one right answer, and that answer can be figured out.

    That’s not how you intend for people to think about it… is it? But you said in your A.V. Club interview, and in your response to this: http://www.brainygamer.com/the_brainy_gamer/2008/08/a-conversatio-1.html , that you have a very clear idea of what the game is about. So there is, at least, one answer to this question of what Braid means that’s privileged above all others, in that it’s the unique answer the creator has in mind. Maybe you don’t agree that that makes this answer “right”, but isn’t that how you’ve set it up, by publically stating that it is both very clear in your mind, and different from almost every interpretation that (as of the times of those interviews and posts) you had seen?

    And the puzzle can be solved, apparently–I saw a quote (posted on a message board–I hope it wasn’t distorted!) from a Game Informer piece, in which you were saying that someone had actually sent you a five-page e-mail that you thought really did capture what Braid is about. This raises further questions: If your purpose in making the game was to communicate the complex idea behind its design and story, as you state the comment linked above, then wouldn’t it have been even better just to publish this five-page essay that nailed it (supposing you’d been up to the task of writing it yourself, which you evidently were not), than to spend years making a game? Or does the essay only make sense to somebody who’s played the game? In that case, why not improve your communication of your complicated idea by publishing the essay, today, alongside the game?

    I’m not trying to be an ass. I liked Braid, but I didn’t fully understand it; and the things you’ve said about it are fascinating and frustrating to me. I finished the game, but now that I’ve read your comments about it, I see its final, ostensibly greatest puzzle and I want to solve that too–in fact I may even have done so, during my own post-game ponderings, but how would I know? My Xbox and GameFAQs.com combined can’t tell me, because you haven’t told either of them! The last stage in Braid (getting a little dramatic here!), for better or for worse, leads to personal contact with Jonathan Blow, and apparently no one can complete it without undergoing same. Can you explain why you have arranged the situation in this way? Or do you disagree that you’ve even done so? I would be grateful to understand your motivation.

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