<![CDATA[Kotaku: independent games]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: independent games]]> http://kotaku.com/tag/independent games http://kotaku.com/tag/independent games <![CDATA[ 2009 Independent Games Festival Is Looking for a Few Good Games ]]> The 11th Annual Independent Games Festival opened their doors today, saying they're officially ready to start taking submissions for the annual festival.

Submissions to the contest are due by this November with finalists expected to be announced in January.

In addition to the $20,000 Seumas McNally Grand Prize and the awards the festival already gives out for audio, art direction, design and technology, this time around the IGF will also be presenting a new Innovation Award. The award is "intended to honor abstract, shortform, and unconventional game development."

As always, I expect to see a slew of interesting titles as I help judge the competition. Previous years have seen such greats as Everyday Shooter, Audiosurf and World of Goo.

IGF

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Wed, 02 Jul 2008 18:20:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5021632&view=rss&microfeed=true
<![CDATA[ Indies Bringing A Sense Of Wonder To TGS ]]> The Independent Games Festival has proven itself a breeding ground for innovative new ideas, some of which end up changing the paradigm for the larger commercial industry. Now it looks like the Tokyo Game Show is getting its own version of the IGF, called the Sense of Wonder Night 2008, to be held on October 10th.

Ten titles will be selected for consideration, with the finalists' list to be revealed on September 16th. According to Wired, the committee has warned potential applicants against showing up with more of the same - they want technological and storytelling innovation that directly impacts gameplay. In with the new, then!

Should be interesting to see what turns up - by the by, Katamari Damacy creator Keita Takahashi is one of the people on the selection committee, aptly.

Tokyo Game Show Throws Party for Innovative Games
[Wired via GameSetWatch]

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Thu, 26 Jun 2008 15:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5019927&view=rss&microfeed=true
<![CDATA[ Announcing the "Pax 10" ]]> pennyarcade.png Yesterday Penny Arcade announced The PAX 10, a showcase of independent games that will be displayed as part of the upcoming Penny Arcade Expo (PAX) August 29-31, 2008 in cooperation with the DigiPen Institute of Technology.

They are looking for ten independent developers that are interested in seeing their games viewed by attendees, media and publishers at the Expo. A panel of 50 industry experts, including Penny Arcade's own Gabe and Tycho, will be selecting the ten submissions that they consider to be the best based on gameplay and "fun factor." Of the ten, one will be chosen "Audience Choice Award" by attendees.

Check out the details at the link below.

Brown Paper Tickets

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Sat, 01 Mar 2008 16:00:00 MST Drew Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=362716&view=rss&microfeed=true
<![CDATA[ Game Developers Choice Awards On Tonight ]]> gdcawards.jpgFor those who didn't attend GDC last week, there's another chance to catch the Game Developers Choice Awards/Independent Games Festival Awards megashow. Condensed to a 30-minute segment for an X-Play time slot, to catch the event, set your DVRs for G4 at 8pm (eastern) tonight. (You could watch it in real time, but we were pretending you had plans or something.)

Not only is this the first developer-powered award show to make it to mainstream television, but everyone who attended was entertained by some extremely funny acceptance speeches. Tune in and enjoy.

G4 To Show Game Developers Choice Awards Tonight [Gamasutra]

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Fri, 29 Feb 2008 10:40:13 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=362358&view=rss&microfeed=true
<![CDATA[ Mega64's Independent Games Festival Clips Are Hilarious ]]>

During the course of the handing out of awards at last week's Independent Games Festival, audiences were treated to exclusive Mega64 produced videos between acceptance speeches. They weren't the typical game parodies played out in real life, but clips that spoke to the audience on hand. The production above, shown after the intro after the jump, was my personal favorite.

For a somewhat startling, volume lowering surprise from artist Dan Paladin of Alien Hominid fame, make the jump. Just make sure the kids are out of the room.

Yeah. It certainly got everyone's attention. One more video, featuring some of Mega64's trademark public stunts, is available at the official site.

Mega64

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Mon, 25 Feb 2008 18:20:42 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=360629&view=rss&microfeed=true
<![CDATA[ Penguins Arena Brings Christmas Cheer ]]> If you haven't tried out Frogames' unique FPS Penguins Arena yet, you're missing out. It's a tiny game that features the titular penguins battling it out with snowballs on various icebergs, with four teams trying to knock their opponents into the water, where nasty things await. The game is fast, fun, and a bit addicting really, which is why I've not posted on it before. Every time I get reminded of the game I end up playing it for a couple of hours and completely forgetting to tell anyone. Frogames has just released a Christmas update for the game, featuring two new maps, new costumes to dress your penguins in, and an all-new "Unlimited Weapons" mode. It's a small download for the demo, and the full version is only $19.95. Money well-spent I'd say, but then again I've got a soft spot in my heart for penguins. Check out the game at http://www.frogames.com/penguins_arena.

"Christmas Update", a new update for Penguins Arena

Reims - France, december the 17th. Frogames releases an update for
"Penguins Arena - Sedna's World": "Christmas update".

This update is totally free. All registred users will get this new version
for no additional fees and for future users, the price of the game hasn't
changed ($19.95 USD).

This update brings new hilarious costumes for your penguin, two new maps
and a great new "unlimited weapons" game mode. Of course we also fixed
some bugs and optimized the game.

See what we mean by downloading the new version of the Demo at
http://www.frogames.com/penguins_arena/

This "Christmas Update" for "Penguins Arena - Sedna's world" is our
special gift for you ... Frogames wishes you a Merry Christmas!

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Tue, 18 Dec 2007 11:00:23 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=335292&view=rss&microfeed=true
<![CDATA[ Getting Game Graphics On A Shoestring Budget ]]> lostgardengameprototype.jpg Danc over at Lost Garden is nothing if not helpful to all those little guys out there - and he's apparently inundated with requests for graphics for someone's really rockin' indie release. He's got a lengthy set of recommendations on how to get around the 'graphics bottleneck' if you're on of those people lacking skills in the art department, and trying to bribe starving artists isn't cutting it for you. He spends the most time discussing what you can do with free graphics, which naturally have their problems:

There are thousands of game graphics out there on the web. Admittedly, they have problems:

They may not be the most attractive. "Dude, these free graphics are totally sucky compared to StarCraft."
They may not fit your exact mental vision. "No, the Xenli Sorcesses has four silver spikes on her bosom armor, not two. It is completely wrong!"
They may not be complete: "I really need a female knight and and they only supplied a male knight! The end is nigh!"
Other people might be using them in their games. "Argh, now my RPG looks just like the one done by that guy in Australia. *sigh* Now I will never be l33t."

My heartfelt recommendation is that you get over it.

Of course, not being a jerk, he goes on to offer suggestions on how to make free graphics work for you, not against you. I thought it was an interesting little piece, and that's as someone who will never, ever design a game or wind up scratching my head over how to make my game look good. Danc himself offers a set of prototyping tiles, among other things.

How to bootstrap your indie art needs [Lost Garden]

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Sat, 08 Dec 2007 15:00:12 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=331630&view=rss&microfeed=true
<![CDATA[ IGF Award Winner Aquaria Released Today ]]> I first got a glimpse of Bit Blot's PC game Aquaria at last year's Independent Games Festival Awards at GDC, where creator Derek Yu hopped on stage to accept the $20,000 Seumas McNally Grand Prize. From just the tiny clips they showed during the reading of the nominees I was completely charmed by the concept and the art style of the game. Now 9 months later their baby is coming out. For the past six days they've been teasing us at the Bit Blot blog with concept art, selections from the game's soundtrack, and stories about the development of Aquaria. Yesterday they released the final teaser, seen above, and soon the game will be available for purchase and demo. This game is truly a testament to what independent developers can accomplish - a true work of art. You owe it to yourself to check it out.

Official Aquaria Web Site [Bit Blot - Thanks Kyle!]

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Fri, 07 Dec 2007 08:40:56 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=331215&view=rss&microfeed=true
<![CDATA[ IGF Finalists Named ]]>

The 2008 Independent Games Festival finalists for the main competition have been named and it doesn't look like a single one of the games I helped judge in the initial round made it to round two. Fortunately, now I, along with all of the other judges, get to play the finalists, something I'm quite looking forward to. Hit the jump for the breakdown of finalists.

Seumas McNally Grand Prize:
* Audiosurf
* Crayon Physics Deluxe
* Hammerfall
* Noitu Love 2: Devolution
* World of Goo

Best Web Browser Game:
* Globulos.com
* Iron Dukes
* Tri-Achnid

Design Innovation Award:
* Battleships Forever
* Fez
* Fret Nice
* Snapshot Adventures: Secret Of Bird Island
* World Of Goo

Excellence in Visual Art:
* Clean Asia!
* Fez
* Hammerfall
* Synaesthete
* The Path

Excellence in Audio:
* Cinnamon Beats
* Fret Nice
* Audiosurf
* Clean Asia!
* OokiBloks

Technical Excellence:
* World of Goo
* Goo!
* Audiosurf
* Axiom: Overdrive
* Gumboy Tournament

Sounds like I have some fun judging in store for me over the coming weeks.

IGF Finalists

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Tue, 04 Dec 2007 11:00:24 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=329446&view=rss&microfeed=true
<![CDATA[ IGF Student Showcase: Entries Now Up ]]> synchronicity.png In case you've had a hard time keeping up with all the hubbub of the Independent Games Festival '08, the 125 entries for the student category of the competition are up. Just like the big IGF competition, there look to be a wide variety of games: good games, bad games, weird games, standard games (no red fish or blue fish, sadly). It's a truly international competition, with entries from all over the place - and some of the games appear to be quite polished and relatively sophisticated, which makes me wonder why they aren't in the 'big boy' competition instead. You can check out all the entries over at the IGF Student Competition website.

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Sat, 27 Oct 2007 12:30:03 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=315846&view=rss&microfeed=true
<![CDATA[ Dangerous High School Girls in Trouble! ]]> dangeroushighschoolgirls.jpg Speaking of the Independent Games Festival, after finding my way to the Mousechief website via Sexy Videogameland, I took Dangerous High School Girls in Trouble! (a current entry in the IGF 2007 lineup) for a spin. It's clever, it's sassy, it's smart - and a game that is full of girls that "ISN'T about courage, friendship, trust and the joy of discovery. It's more like—survival of the sassiest." It's a quality entry - and a lot fun for a low(er)-key (mostly) casual game that is actually doing something new (I also don't think I've even seen a typical casual game with such a wicked sense of humor). Check out the full release after the jump.

Mousechief Co. announces its next, innovative game of industry defying mischief, "Dangerous High School Girls in Trouble!"

Here's the crux:
1. First RPG of literary, social satire.
2. Re-imagined combat systems are the heart a new kind of RPG: Taunt, Fib, Flirt, Expose Secrets, and Gambit. Mix in branching dialog, powerful prizes, and stat leveling for complete RPG nutrition.
3. Build a party of adventurers from high school girls inspired by classic cinema divas: Mae West, Marlena Dietrich, Myrna Loy, Barbara Stanwyck, Clara Bow, etc.... Unleash them upon the intolerant and hypocritical elders of their hometown. Flush out Brigiton's absurd secrets and crazy power-brokers. Win, use, and discard a dozen boyfriends along the way. (or keep some around for pleasure.)
4. Set in 1920s small town USA, your girls begin by making a pet project of their school's new maintenance man. They first expose his crimes and then fight to save him from the gallows. The full epic pits 'girl-rilla' subversion against cultural tyranny. It's "Planescape: Torment" meets "Peyton Place" as if told by Sinclair Lewis.
5. The world is presented as a beautiful but vintage board game. Battle from the halls of their high school, through downtown businesses, across suburb streets, to wilds beyond city limits. It's the parlor game your great-grandmother will deny ever playing.
6. Designed for folks who love RPGs and for advanced, casual gamers.
7. This is the game with girls that ISN'T about courage, friendship, trust and the joy of discovery. It's more like—survival of the sassiest.
"Dangerous High School Girls in Trouble!" is an industry breakthrough. It exemplifies gameplay suited to genres of fiction where conflict is not bloody. It has fine production values for its miniscule budget. It's filled with terrific artwork, real music from the 1920s, a story of epic satire, and gameplay that will make your ancestors blush. Rated: TEEN, using the T.I.G.R.S. rating system.
A demo of "Dangerous High School Girls in Trouble!" is now available at the Mousechief.com website, just in time for the Independent Game Festival.

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Sat, 13 Oct 2007 14:30:05 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=310571&view=rss&microfeed=true
<![CDATA[ Independent Games Festival Announces Entries ]]> igflogo.gifThe Independent Games Festival in SF is just around the corner and the site for the event is now showing a gargantuan list of 173 entries for the 2008 competition. I skimmed over the multi-page list until my eyes were crossing and i started running out of time and as always, there's some really great looking stuff as well as some craptacular ones. If you're haveing a lazy weekend and are looking for something to kill some time, head on over to the IGF website and check out some the entries. The list also includes links to the home sites of these games if you want to see any of them in more detail and some are even downloadable to try out. Anyone care to give some predictions?

IGF Entries [Independent Games Festival]

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Sat, 13 Oct 2007 14:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=310559&view=rss&microfeed=true
<![CDATA[ IGF Competition Games Revealed ]]>

More than 173 games are competing in next year's Independent Games Festival, the 10th annual, and the full list just hit the web. GDC 08 will see $50,000 in prizes handed out to indie game developers, many of whom will end up landing publishing deals. It's all very exciting.

Once again, I am among the growing list of IGF judges this year, meaning I get to play a bunch of exciting new games and then give my impressions to both the festival organizers and the developers. Hit up the link to see the full list, or the jump to see the list of the game's I've been asked to take an early look at.

Independent Games Festival


My Assigned Games

Invader
GYM!
Supernova Shootout
Discs of Mayhem
Artisan
Venture Arctic
Regnum Online
Polychromatic Funk Monkey
Gate

Each of the games need to be scored based on innovation in design, excellence in audio, excellence in visual art, technical excellence and an overall rating.

Once the votes are tallied, the finalists are selected the judges play all of the finalists and vote for the winner.

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Tue, 09 Oct 2007 14:00:50 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=308849&view=rss&microfeed=true
<![CDATA[ Timewasters: Top 27 'Art Games' ]]> screen002.jpg Here's one person's take on the best of the indy/browser-based games scene, which made me happy since I never complain about getting easy access to a variety of sometimes intriguing, sometimes 'Well, that was interesting, and not in a good way' games in one fell swoop. Some on the list aren't terrible surprising - Orsinal has long been one of my favorite spots for soothing and well produced little games to while away an hour or two with - while I'm wondering how I missed others for so long (Pac-Mondrian? "Pac-Mondrian closes the perceptual distance between fine art and video games by combining Piet Mondrian's Modernist masterpiece 'Broadway Boogie Woogie' with Toru Iwatani's classic video game Pac-Man." I'm totally in). An interesting list and some of them are a good way to spend an overcast Sunday. [via Independent Gaming]

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Sun, 05 Aug 2007 14:30:59 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=286154&view=rss&microfeed=true
<![CDATA[ IGF Announces Student Showcase Winners ]]>

The Independent Games Festival has announced the ten winners in the Student Showcase portion of their annual competition. Each winner will receive a $500 prize from the CMP Game Group to help fund their trip to the Game Developers Conference where they can show off their wares and compete for the title of Best Student Game and a $2500 prize. The winners, taken from the IGF website, are as follows:

  • TU Wien's paper cut-out 2D rotation-based title ...And Yet It Moves.
  • Koln International School Of Design's extremely Gilliam-esque Flash soccer mini-game pastiche Ball Of Bastards.
  • DigiPen's ingenious action-oriented cartoon strategy game Base Invaders.
  • Stanford University's touchscreen and voice-controlled multiplayer abstract strategic romp Euclidean Crisis.
  • DigiPen's 2D innovative color-absorbing platform action title Gelatin Joe.
  • Guildhall at SMU's stylized vertical shooter meets puzzle game Invalid Tangram.
  • Florida Interactive Entertainment Academy's interactive singing game vs. action title Opera Slinger.
  • SungKyunKwan University's extremely original puzzle-sliding platform game Rooms.
  • Hogeschool van de Kunsten, Utrecht's city color-painting roll-around extravaganza The Blob.
  • DigiPen's clever 3D block-manipulating shooter Toblo. (pictured)

There are some really amazing looking games in there and I wouldn't be surprised if we see one or two of these in some form on the next gen consoles. Look what happened to Portal.

2007 IGF Student Competition Finalists Announced [Independent Games Festival]
[via: Gamasutra]

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Sat, 06 Jan 2007 10:00:02 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=226585&view=rss&microfeed=true
<![CDATA[ Feature: Satchell Talks Indie, Sony, Nintendo and Modding ]]> By: Brian Crecente

Earlier this week Microsoft opened the gates to indie development on the Xbox 360 with the launch of the XNA Creator's Club.

While the free Game Studio Express development tool first hit the Internet in August, the key to getting games developed for the 360 onto the actual console didn't hit until this week with the launch of the club.

The club allows designers to push their games to the Xbox 360 and download free tutorials and starter kits to help them along the way.

I had a chance to speak with Chris Satchell, general manager of Microsoft's Game Developer's Group, about Microsoft's plans for buying user-created games and mods, Nintendo and Sony's version of the service and what this means for the Independent Games Festival.

Satchell explained that the club will come with access to a lot more than just the ability to test yours and other's games. You will also get access to forums, tutorials and even game development starter kits.

" We had this idea for starter kits," Satchell said. "Let's say you want to build a racing game but don't want to start from scratch, you can download a racing starter kit and mod it for yourself. It's lowering the barriers to making your own games."

But won't this, I asked, lead to a stream of cookie-cutter games, each based on these modular starter kits? Isn't that the exact opposite of what Microsoft is trying to do with the Creator's Club?

"I don't think it will stifle creativity at all," he said. "It will get more people started in it."

"Maybe their first game won't be groundbreaking, but it will get them into game design. Every time we see a roadblock we try to remove it."

Another thing that could help stoke interest in the development tools and creator's club is news that starting in January Microsoft will host a contest to find the best game created using the Game Studio Express.

But what the announcement doesn't say is what the developer will get out of having his or her game placed on Xbox Live.

Satchell said that's something they're still trying to work out.

"We still haven't announced how that side of it will work," he said. "What we will do, we will take the best entry and work with them to get their game on Xbox Live."

While I love the concept of the Creator's Club, I think the biggest hurdle it faces is making sure that the work budding developers put into a game is rewarded in a meaningful way.

I don't think it would be a very positive experience to create the next Geometry Wars and be rewarded with a handshake or free Xbox 360.

Satchell said his team understands that concern.

"We want to make (budding developers) successful," he said. "We aren't talking yet about details on the financial side, how we can get some revenue and flow it back to the creator."

One possibility, of course, is that third-party publishers could get involved, Satchell said. It's something that is, it seems, integral to Microsoft's plan for the service.

Satchell was as full of analogies as he was exuberance for the new service. He likened the service to Project Greenlight, Live Arcade to premium cable TV and the Creator's Club creations to the stuff that pops up on YouTube.

"What we are working on next year is creating the YouTube of games," he said. "We need to figure out how people who aren't in the development community, aren't in the Creator's Club, can get to these games."

"We need to create the community arcade. Give people tools so they can communicate on it."

But before they can open the floodgates to all of that original content, Microsoft has to figure out a way to allow people to sort through what will likely be a wealth of information. They will also have to figure out a way to make sure they can maintain security on the system while allowing for this free flow of user created content.

"Those are a lot of the problems we need to solve to allow effective sharing," he said. "Not only are we learning on the technical sides, but we are also learning how do you let people search a lot of content."

Once those problems are solved and user created games are available on Live, why not other user created content, like mods?

"At a platform level, I think modding could be interesting on the 360," Satchell said. "Certainly a technology like Game Studio Express points the way. So I think its interesting idea."

Developers too, it seems, are interested in the potential and possibilities of the new development tools, and not just for headhunting.

Some developers, Satchell said, like the idea of creating quick, easy, fun games using the tools, instead of just working on a game for a year with a team.

Even famed UK developer Peter Molyneux seems caught up in the excitement. He plans to make an appearance in the UK this week to talk about the development kit and its potential.

And in a few years, Satchell thinks that some of the games created using their tools could become the stuff of Independent Games Festival entries.

"It will be really interesting to work with the IGF in the future," he said.

While Microsoft was certainly the first out of the gate with this idea, they weren't the last. Both Sony and Nintendo have announced similar plans.

But Satchell says he isn't worried because neither Sony nor Nintendo have the same level of experience creating development tools.

"I think they are going to be really challenged to do it," he said. "From everything I hear from developers, I'd say (Sony and Nintendo) struggle to make compelling development environments for professional studios let alone for hobbyists and students."

For this to work, Satchell says, the development tools need to be easy and compelling.

"That's part of what we are good at doing, making great development tools,' he said. "I'm not too worried about our competitors' ability to produce that."

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Wed, 13 Dec 2006 16:00:37 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=221644&view=rss&microfeed=true
<![CDATA[ 2007 Independent Games Festival Finalists ]]>

Here's another Game awards show, but this time it's actually interesting. On Wednesday, On March 7th 2007 at Game Developers Conference, The Independent Games Festival will hold it's 9th annual awards show. Much like films, indie game title as are often more creative and interesting than the big company games and there are definitely those out there that deserve some attention. Categories include Best Web Browser Game,
Design Innovation Award, Excellence In Visual Art, Excellence In Audio, Technical Excellence, Audience Award and the Seumas McNally Grand Prize. (If you don't know who he is, go here)

To see the full list of all finalists, make the jump.

2007 IGF Main Competition Finalists Announced
[IGF]

Seumas McNally Grand Prize: Aquaria - Bit Blot; Armadillo Run - Peter Stock; Bang! Howdy - Three Rings Design; RoboBlitz - Naked Sky Entertainment; Everyday Shooter - Queasy Games.

Best Web Browser Game: Bubble Islands - dot-invasion; Gamma Bros - Pixeljam; Samorost 2 - Amanita Design.

Design Innovation Award: Armadillo Run - Peter Stock; Aquaria - Bit Blot ; Everyday Shooter - Queasy Games; Toblo - Digipen Institute of Technology; Toribash - NABI Software .

Excellence In Visual Art: Castle Crashers - The Behemoth; Golf? - Luke Hetherington, Alex Austin, Josiah Pisciotta, and Andrew Laing; Aquaria - Bit Blot; RoboBlitz - Naked Sky Entertainment; Samorost 2 - Amanita Design.

Excellence In Audio: Bone: The Great Cow Race - Telltale Games; Everyday Shooter - Queasy Games; FizzBall - Grubby Games; Aquaria - Bit Blot; Racing Pitch - Skinflake.

Technical Excellence: Arcane Legions: The Rising Shadow - Slitherine Software; Armada Online - EvStream; Bang! Howdy - Three Rings Design; Blast Miner - Cryptic Sea; Bugs Of War - NinjaBee.

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Sun, 10 Dec 2006 11:00:56 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=220696&view=rss&microfeed=true
<![CDATA[ GSW: My Cup Runneth Over ]]>

Simon Carless, who is, I'm sure, even busier than I am, just announced that he's moving GameSetWatch from the daily post-a-thon model to the thoughtful post occasionally model. Not that the two can't ever meet, they do, I believe, meet quite a bit on Kotaku. But trying to maintain a daily site with a lot of quantity and quality can be overwhelming at times and knowing what Carless does in his non-existent free time, I understand the decision.

For those of you who don't know Carless, he also oversees Game Developer magazine, Gamasutra and the upcoming and annual IGF/Independent Games Summit. I'm sure right about how, with GDC quickly approaching, his brain is about to asplode.

What he says he wants to do is shift to a "Merc News" game-blog level. That's interesting, because I've long felt that Dean and Nooch's approach to blogging is the perfect model for a newspaper blog. I'm always pointing their site out to my editor's at the Rocky because it proves my theory that what newspapers are good at is original, longer content, not short bursts of information, aggregation and meme.

The Future of the Future [GSW]

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Thu, 07 Dec 2006 08:07:04 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=220044&view=rss&microfeed=true