passage
”Weird Artistic Timewaster of the Day: Immortality
We've mentioned Jason Rohrer's weird little works before, in the form of Passage and Gravitation; now with his 'Game Design Sketchbook' column at the Escapist, he puts up new little games monthly. This month features the theme of life, death, and immortality (appropriately called Immortality):
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Jenova Chen on flOw, Game Design, and Sony
flOw is one of those interesting little games that keeps on kicking (it's certainly made the rounds at this point) — it's spawned a lot of interest and discussion since its first appearance. Brandon Sheffield sat down with Jenova Chen (flOw designer and co-founder of thatgamecompany) at this year's GDC to talk about Sony's strengths, game design, and why making traditional games is 'too easy':
I think it's just too easy for us. And, also, if I just want to make violent games or fun games... It's not to say that fun games are bad, but I could just go to work for Blizzard, or go to work for Maxis. And they make fun games, they make creative games. I could get a lot higher pay, and a much more stable job. Why not?Why would I start a company just to make the same kind of game which I can get a much better life in another company? You know, the reason we started this company is because nobody is making this kind of game, and to expand that emotional spectrum of video games — having more people be able to enjoy video games. The only way to do it is to just do it yourself.
The interview touches on a lot of issues — from Sony to Passage to Spore — and worth a read through.
Finding A New Way: Jenova Chen And Thatgamecompany [Gamasutra]
Jason Rohrer's 'Game Design Sketchbook'
Jason Rohrer, designer of weird little artistic diversions Passage and Gravitation, has a new column over at The Escapist focusing on prototyping and game design; each month will have a new discussion of a (playable) prototype. I love prototyping discussions, and it's so much the better when the things are playable; I just think it's a nice way to illustrate points about game design. This month, he introduces a little (simple) game called Perfectionism: More »'PvP: Portal vs. Passage'
Nick Montfort, a professor at MIT and GrandTextAuto contributor, has declared (with a some analysis) Passage is a superior game to Portal. Now, if the goal of games at large was to make people think, I might agree. But I think stating that "there are really two big ideas in these two games: The passage of a person through life and the idea that takes control by default in the other, supposedly message-free game, the passage of SKUs through retail stores is going a little far. But like most provocative statements, I suspect it was intended to spur discussion as much as draw attention to a little game like Passage, and the comments section doesn't disappoint: More »Weird Artistic Timewaster of the Day: Gravitation
Back in December, I mentioned a little game called Passage. Well, Jonathan Blow clued me in to the fact that Jason Rohrer is back with yet another weird, artistic little game, this one called Gravitation:
I'm not going to provide an in-depth explanation for Gravitation. I'm hoping that most people will understand it as it stands. However, it involves more complex game mechanics than Passage, and it is trying to express something much more subtle .... The mechanics themselves are relatively simple, but the emergent behavior harbors a lot of texture. Know that there are no "accidents" in this game design. Everything you notice about the game, and every subtle interaction that you experience, is intentionally packed with meaning. Gravitation explores how a particular corner of my life feels, as only a game can.
It's definitely worth a quick play through; Windows, Mac OSX, and Linux versions are available.





