Can Art be Games?
Posted: November 30, 2012 Filed under: Uncategorized 102 Comments »The Musée de Louvre is a place in Paris. Every year over 8 million people visit the place, often to view art. Now, that’s not as many people as are currently subscribing to World of Warcraft or anything, but it’s still a lot. And people are beginning to wonder if art is beginning to have a similar cultural importance that games enjoy.
So, do pictures like Whistler’s Mother or that one with the dreary-farmer-couple have a place alongside classics like Final Fantasy 7 or thatgamecompany’s latest masterpiece ‘Journey’?
To tell the truth, I’m not very well versed in art, having spent most of my life dedicated to more serious pursuits such as skateboarding, playing computer games and hanging out on twitter. I had always assumed that ‘art’ was something for a different generation. So to get a better understanding I ordered an art from the internet, to give it a go.
What I got was a framed ‘print‘ of a painting (what that means is that it’s not actually the source painting, but a copy of it. Much like how the games you play rarely contain their source code). I’m told that there are many types of art, but this is by far the most popular.
“I had always assumed that ‘art’ was something for a different generation. So to get a better understanding I ordered an art from the internet, to give it a go.”
Unfortunately I had trouble soon after I unpacked the thing. The default display was kind of nice, a picture of a pretty landscape with children playing under a tree… but that was all there was to it! The screen was entirely frozen, unresponsive to touches and I couldn’t find any switches to turn the thing on. I thought perhaps the battery had run out but couldn’t find any cables to charge it with.
Clearly not a good start, I had wanted to get a good idea of art on my own, but ultimately I had to give in and call over my friend Emily for help.
Now reader, if you want to see your friend at their most frustrated, all you have to do is ask them to help you use art. “You just have to hang it on the wall, that’s all!” Emily tried to explain, but this was totally outside my range of experience. “But how do I interact with it?” I asked, “You don’t interact, you just look at it!”
Now I do like my friend Emily, but how was I supposed to know that? What came naturally to Emily was a chore for me, the art didn’t even come with any instructions or tutorial. It seems art is easy for people like Emily who grew up with it, but I fear regular folk like you and me will forever be out of touch.
Having situated the art on a wall in the living room, I asked Emily if there was a special way to look at it to make the art work. “No, you just look at it.” she explained, clearly as frustrated with the experience as I, “Like a TV?” I asked. The look on Emily’s face then became that look you get when you’re at risk of losing a friend, so I quickly said “Oh never-mind, I think I’ve got it figured out.” and stared at the lifeless picture, pretending it gave me a similar sense of emotion I got from actually exploring the beautiful landscapes that developers craft for their games.
After Emily left I checked on the internet and it turns out she was right, you really do just look at it, that’s all!
“pretending it gave me a similar sense of emotion I got from actually exploring the beautiful landscapes that developers craft for their games”
Where was the engagement-building interaction of games? Where was the sense of teamwork and community you get from multiplayer games? Where was the emotional investment you can only get from stories and characters that actually involve you, a real person?
I had no sense of accomplishment from looking at the art (hanging the thing on the wall didn’t even unlock an achievement!), and ultimately I didn’t feel like I had improved as a person. I mean, I see pretty pictures all the time so why would one more affect me the same way an engrossing game does?
I think if we inspect art, it certainly has its uses. I won’t deny that my wall looks more interesting now that I put an art on it… but does art compare to games? No.
Perhaps I’ll reconsider if some art comes along that could make me cry (like the part of Final Fantasy X-2 on the thunder plains where Yuna sung with a ghost murdered 1000 years ago, or Kingdom Hearts II when Roxas has to face his end and becomes forgotten by everyone he held dear). Ultimately though, I don’t think art could ever have the emotional impact that games do.
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This article thanks pretty much entirely to this.What steam should do
Posted: November 26, 2012 Filed under: Uncategorized 49 Comments »So a while back I ranted about why steam was damaging to independent developers as a whole (yes they are good for those that make it onto the service, but everyone else has a harder time), in that post I said:
I would argue then, that steam *should* be as good to indies as people *think* that they are. If steam are the only way *most* people get their games, then it’s nothing less than steam’s RESPONSIBILITY to give all indie developers a decent chance.
I then continued that because steam are a business, it was not in their interest to be good for all indie developers, just the developers they thought would make them a decent amount of money.
But let’s say steam genuinely wanted to be awesome for all indie developers, let’s say they could do it with barely any added cost (and would in fact make more money from indie games than they currently do). It’s totally possible, and if they did this I would put a strikethrough all the text of my ‘Fuck Steam’ post and leave a note at the top saying steam are fucking wonderful. What’s more, if steam did this they would not lose face at all, all the people pissed about greenlight before, and all the people in favour would be on steam’s side together.
So here’s what steam should do.
- Keep greenlight
- Keep the $100 fee to get on it
- Move greenlight into the store
Instead of the greenlight buttons ‘would you buy this game if it was on steam? yes/no’, just have steam’s regular ‘add to cart’ button. Developers will have already uploaded the game, they get money if somebody buys the game (instead of a hypothetical “oh I’d totally buy this”), steam gets a cut of the money, and gamers who want the game have it in their library right away without waiting for the game to get the rubber stamp and added to steam.
It really is that simple. Steam’s catalogue explodes, any developer with $100 gets to sell their game on steam, and steam makes money from greenlight. It’s in everyone’s best interests, the developer, steam and their customers.
About now a bunch of people reading this hate the idea because it will saturate steam with really shit games, ‘If you flood what’s available on steam it’s not good for anyone, surely?‘ I totally agree, most of the games submitted would be shit. So keep greenlight off the front page of steam. Just how right now greenlight games dont get put in front of people unless they prove themselves with a lot of people clicking the “I’d buy this” button, don’t feature any greenlight games as part of the main store unless they prove themselves with people actually buying the games.
So just picture that for a moment, steam employee-person, for every single “I’d buy this game if it was on steam” click under the current system, even on games that haven’t been greenlit, an indie developer would have been paid and you would have taken your cut too.
Those “I’d buy this if it was on steam” clicks suddenly stop being something intangible, they become meals for indie developers and go towards real things like rent and bills. That $100 greenlight fee is no longer a lottery ticket that *may* result in a chance to sell to steam users, it is an actual pass to sell to actual steam users.
So there you have it, simply put, this is what steam will do if they care about indie games development as a whole. It’s what steam will do if they want to make an extra buck. It’s what steam will do if they want more games available to their customers. It’s what steam will do if they want to cross out the number one google result for “fuck steam”.
It’s true this would not address the problems of steam’s near monopoly on game download sales but it would stop smaller indies, who currently have to try and survive outside steam, from shouldering the burden.
Swift☆Stitch 1.1, Phone Phantom, Swift÷Swap, Leaper★ and NaNoWriMo
Posted: November 15, 2012 Filed under: Crappy Writing, Game stuffs, General Stuffs, Indie Buskers, Leaper, Swift*Stitch 2 Comments »…man I am doing A LOT of things right now O__O. anyhoo, let’s get started!
Swift☆Stitch:
the 1.1 version is available, for windows, Mac and LINUX! This update is mostly about running smoother than the last version, and it also brings across a few improvements I made whilst porting the game to iOS.
If you bought the game from me you can get the update from the download page, if you bought the game elsewhere, you can get the update from there whenever that service decides to do stuff 😀
Phone Phantom:
So for Indie Buskers I made a game called ‘Phone Phantom‘, I’m going to polish it up a little before I start selling it myself (like I am doing with my last indie buskers game, Rose&Time) but I’m super happy with it 🙂
Swift÷Swap:
This is something I started ages ago but put on hold, recently it’s started sitting on my mind so I’m finishing it so I can get on with other stuff, it’ll be primarily a mobile game, but I’ll consider putting it on PC in the future, not much reason not to.
Leaper★:
I submitted Leaper★ to the IGF, wooo! 😀 mostly it’s getting to be pretty solid and when I am working on it now, it’s mostly on the art which is tiiiiiiiime conssuuuuuuuuuming. also I spoke to an awesome musician about making music for it, and he said yes. woo! 😀
NaNoWriMo:
I’m also taking part in NaNoWriMo this year too, if you’re taking part make sure to buddy me!
…so yeah, I’m doing a lot right now! 😀
Indie Buskers the 2nd!
Posted: October 31, 2012 Filed under: Indie Buskers Leave a comment »We’re having another session of Indie Busking this weekend, with three new buskers to boot! Check out the website over the weekend to see us making games, and drop some money into the hat to net yourself all the games we make! So that’s basically pay-what-you-want for seven brand new games you watched come into existence from nothing!
If you are curious what to expect from these 7 games, here’s what we made last time as a reference/brag:
- Myself: Rose & Time
- Sos: Super Office Stress
- Tametick: Pakkuman’s Defense
- Pekuja: Pirate Space Program
- RatKing: The Sun is Deadly
We’ll pick game ideas that have been submitted to us, and voted to the top page of our subreddit so make sure you submit and vote if you want a say in what we make! 🙂
apart from that, remember to follow the Indie Buskers twitter account, and I’ll have a new game out on Monday!
Leaper★ Update Time!
Posted: October 18, 2012 Filed under: Leaper 3 Comments »I submitted Leaper★ to the IGF on time! \:D/
It’s still very rough in most places, but it’s coming together nicely I think 🙂
here’s a gameplay video for you, and here’s the website for it.
Not sure when it will be finished, but I’d be surprised if it isn’t this year. If you’re a Lottie’s Dungeon customer, it’s troublesome for me to give you the iOS version of leaper, so you will get a PC version as this game counts as part of what I owe you. 😉
I have no idea if I’ll release the PC version for everyone else (It really is meant to be played with a gyro enabled device after all). Android is a possibility I will look into if the iOS version does remarkably well (but most android devices do not have a good enough gyroscope. so don’t go making demands on me if your device can’t run the game 😉 )












