Showing posts with label anna anthropy. Show all posts
Showing posts with label anna anthropy. Show all posts

Tuesday, March 19, 2013

I'm in love with my own ideas: Proteus

What?  Another Proteus post?  Geez, will this guy shut up about that game?  No.  I won't.  From reading the comments on the Steam message boards, Proteus appears to be a very divisive game.  People seem to love it, or hate it.  I'm glad that I love it.



Like other games I've loved - playing Proteus has given me ideas for a sequel or for a variation on the theme.  I think this is just the best thing a game can do for me.  I enjoy the experience of playing, and I come out of it with new ideas.  I tend to find I am sometimes very hard on the games that I love, but this is mostly because I am inspired by the gameplay and it sends my imagination running wild.  By explaining all of the ways in which a game can be 'better,'  I don't mean to denigrate the game itself.  For without the original game, I would never have felt this inspiration to begin with. And for all I know, my ideas could never be practically implemented.  But, given that I'm in love with my own ideas, I'm still going to share them with you.  

I'd love it if I could play Proteus co-op.  However, this would be a big change, as the game is first person, and you can't see yourself.  But if there were another player, you'd probably have to have a visual representation of said player.  This could be problematic, as the environment is so carefully crafted and balanced that a potentially erratic element of another player could mess up the vibe.  But maybe it wouldn't.  I'm going to proceed as though co-op play is an option.

I should mention that it seems pretty clear to me that the intention behind Proteus is to deliver a solitary experience, somewhat reminiscent of Transcendentalist writer Henry David Thoreau's: Walden.  However, these ideas aren't really for Proteus itself, which is fine just the way it is, but ideas for an imaginary sequel or alternate game, inspired by the gameplay and design for Proteus. Moving on- with multiplayer Proteus ideas...  

Based on the way that the game of Proteus chooses not to say anything directly- no dialogue, no score, no clear goals-- I would want to copy the "journey" style of online co-op play and have no direct chat, only different sorts of audio and visual signals you can relay to one another.  (jumping, spinning, rolling of the third type) Not to mention, in Journey, there is no co-dependence.  In that game, the other players are just there to work in tandem and keep each other company.  I believe this element would honor the gameplay of Proteus while expanding and changing it to include a second player. 

Or perhaps the players would be invisible to one another, and could only be seen by their effects on the island.  Causing frogs to jump, stones to hum, and the like.  This could help players to create a sense of mystery and randomness for one another by indirectly affecting the other's play.  

I suppose another expansion on the co-op idea would be the ability to lay out easter eggs for friends.  To create a custom island with player-designed easter eggs.  That would be a nice thing and fun, too.  Like a greeting card.  Examples of this element include The Anna Anthropy Occupy game - Keep Me Occupied, and Inside a Star Filled Sky -  both these games allow the player to plant flags.

One more thing I would like to see is expansion of the island area in general.  One of the most exciting parts of Proteus is when I realize that I've found something I didn't know was there.  However, by now I wonder if I've seen all there is to see.  It seems to me that I've discovered the outer limits of the game, so now I'm left with the inner limits, so to speak.  I'd like it if the outer limits seemed a bit larger, to preserve the mystery and sense of expansiveness.  If additional players were included, this may become a requirement.  

I suppose when introduced to a new and desirable gaming experience it is only natural that I should want more, more and more.  Most especially, I want to share Proteus with others, it doesn't even have to be my friends and loved ones, just anyone who will appreciate it.  I think that Ed Key and David Kanoga really achieved something great with this game.  So, despite these ideas for changing this game, I don't have any expectations that there will be a sequel.  However, I do expect to hear some 'inspired by' comments with regard to Proteus, and that suits me just fine.  

-D



Saturday, November 17, 2012

impressions from gaming coop #4: Miscellaneous

I didn't play every cabinet extensively.  So I'm going to list the remaining games I played without their cabinets you can find further references by going to the Gaming Co-op's Arcade Page.  You can find my other reviews of the Cooperative Gaming Co-op here, here and here.  





This game was fun.  I was actually able to play it solo, while controlling two players independently.  I enjoyed the flying controls very much.  An interesting thing about this game is that it was commissioned for the Oakland Occupy movement.  The cabinet was attached to a portable rig with a generator and brought to the protest site.  Check out this article on Wired.  And look at this, an article on PBS as well!






I really liked this game.  It jumps right to the point.  The game play resembles that of a shooter, but you don't shoot, you just dodge.  The different bullet-patterns from the enemy squares are really interesting, and my adrenaline spiked within two minutes of playing this game.  



  • Zepplin Jump Funnily by Gavin Higham and Glen Pham


This game was very silly.  The controls were really loose, but I enjoyed the co-operative elements.  





This game is essentially a low-budget super-meat boy.  Pretty fun to play, and the confetti effect during the deaths is definitely enough reason to check it out.  




  • A Slower Speed of Light by Spectrip


This game had a really neat concept, unfortunately the execution was pretty much terrible.  The idea is that you collect little orbs which slow down the speed of light, and the visuals change based on the new wavelengths of light vs how fast you travel.  Pretty damned cool, but it controlled like complete shit.  Sliding around everywhere like it was an ice-level on a platformer.  I'd love to play it again if the controls were to be tweaked.



Only one cabinet left:  the Winnitron.  The Winnitron is a really cool concept, dedicated to Arcade game and Indie games.  



Wednesday, November 7, 2012

Impressions from Cooperative Gaming Coop #3: Zineistar curated by Anna Anthropy

This is definitely the more Avant Garde cabinet.  These games are not all traditionally challenging or fun.  But many are provoking, of thoughts and of feelings.  Original, clever.  This will mark a trend that will continue for the remaining two posts I have planned for this event - which is that I didn't play all the games in these cabinets.  I will try to be more complete next time.  


Zineistar curated by Anna Anthropy



didn't play, but here's: a review.  Oh, and hey look, a play-link!  Alright, now I've played it.  Very interesting.  It plays in-browser.  Give it a look, see how you feel.  


didn't play.  I hear that you roll joints for the lead character and she tells you stories.  There are supposed to be a bunch of different stories. You can download it from this funny french page.


This game was interesting.  It's a terrible pun to call this game 'atmospheric' - but it really is.  The music was a very strong part of the atmosphere.  This game seems designed to provoke an emotional reaction, and 'fun' is not the target emotional response.  It is well put together, polished and short.  Go play it, it'll only take five minutes.



All the art and sounds for this game were created by a small child.  The programming was done by his father.  The results are adorably funny, if a little tough to discern.  In particular, I really appreciate how Putt-Putt is so eager to help.  I highly recommend giving this game a play-through.




11/17/2012:  edit:  I forgot to include this game!  This game was put together with contributions by fifty children, all of whom are listed on the Gaming Co-Op's Arcade Page. This game was ridiculously hard, but worth a look, at the very least to honor the effort of a bunch of kids making a video game.  And I know that's something I want to do, don't you?



(I tried, but I simply could not find a picture for this game.  I suggest you click the link above and play the game.  Then, if you're feeling brave, do an image search for the above title and see what you find)
This game wasn't exactly a game, per-se.  It was more like a power-point presentation where the player gets to hold the clicker.  I don't mean for that to denigrate this game, though.  It is very expressive, and the subject is the struggles of trying to make a game, for a particular character named 'strong.'  



I didn't play this one.  Apparantly you shoot lots and lots of Nazis and all the graphics are hand-drawn.  And also, if you don't do it effectively, you will get downgraded to a desk job.  



This game was super-bizarre.  Downright ridiculous even.  Worth playing.  The gist is that your character - a sort of vaguely anthropomorphic blob-creature, wants to live forever, so it has to collect certain items that give you youth and avoid items that age you.  Youth items are like food and candy and plastic surgery.  Aging items are birthday cakes.  You can also pick up drugs, which make the graphics go all wacked out.  This game was like a piece of modernist, dadaist, something-ist art.  Definitely provoked a reaction from me.  Bewilderment.  And some laughs too =)  Try it! 




Zinestar was an unusual cabinet.  I think some of the most experimental gaming experiences were had on this one.  I'd like to go back and play them all, so I can give a more comparative review.
Zinestar is the first cabinet I'm reviewing where I didn't play all of the games.  The next post will actually be a summary of miscellaneous games I did play.  And the last will be for the Winnitron, which I am excited to talk about.  



-DRPOTTS

When not playing the preceding games, currently playing:
Angry Birds
Trilby's Notes
Plants vs Zombies
Wandering Hamster

Sunday, October 14, 2012

Cooperative Gaming Coop

Saturday I hopped a train to San Jose and swung by my pal John's Art installation.  This installation is a combination of an arcade and a game swap.  There were lots of cool games there, and some finely decorated cabinets.  I'll see if I can get a list of the featured games, so that we can look up an play the ones that are available.

Alright, that being covered, go ahead and check out the website for the gaming coop.   John also has his own website called ArtFail.  And a Tumblr. He's always doing video games as art events and stuff. 


There weren't many people, so I didn't get the full effect.  However, for the same reason, I got a lot of one on one time with the curator (John) so I got the scoop on a lot of games.  There's a crazy game that is sort of like real-time chess.  Another that was commissioned by occupy oakland, 2-players where you fly through a maze and hit switches to mark your distance.  Great flying controls.  Another game where you rescue beagle puppies, really fun.  Oh man, there was another called like Super Puzzle Platformer, I think.  That game is solid gold.  Then there was a really sweet fighting game that sort of played like smash bros but had an atari look.  Yeah, too many good games to count.  All totally free and independently made with heart and elbow grease.  

I'll fill in more on this event as I get better information.  I do know that they had one of theseA Winnitron, which they called Winnitron SJ. Winnitron is the product of an indie gaming collective in Winnipeg, Canada, and they license out the Winnitron design to others to make their own arcade cabinets full of indie games.  Click the links above if you want more info.

I want to play some of those games again.  Like the platformer where you just walk and jump, but when you die you go to a parallel world where the ceiling is the floor, and then later you kind of jump between the screens and it's a puzzle platformer and the graphics are nice, remind me of cavestory +.   Oh, and the MIT game where you slow down the speed of light and thus increase the range of the visible spectrum, but it controls like complete shit, which stunts the whole experience.  Neat idea though.

Okay, again, trying to end this post.   I would like to organize it into a series of previews, when I can get some titles for yah.   TTFN.


***Edit:  I just remembered one of the games:  Nidhogg!  This game is stupid amounts of fun.  It's two players, so you absolutely must have a second player to have all the great fun available.  I highly recommend playing it in an arcade cabinet if you can get to one.   

***10/16/2012: another edit:  I got the games list.  You can find it here:  List of games featured at Cooperative Gaming Co-op.  I will be reviewing the games I played and looking for links to play them online.