Monthly Archives: March 2008

Better Than Free (or Pirated?)

I read a couple of interesting blogs recently, and began to wonder how they might be related to the indie game scene.

The original piece was written by Kevin Kelly who, among many other notable things, helped co-found Wired magazine. On his “semi-blog” The Technium, where he posts thoughts on his next book, he authored a piece called “Better Than Free” back on January 31st — and it triggered an avalanche of discussion, all of which I naturally missed since I have no sense of these things.

In the piece, he discusses how to approach the creation of product value in a digital world, where free copies proliferate in the “super-distribution system” of the internet:

Yet the previous round of wealth in this economy was built on selling precious copies, so the free flow of free copies tends to undermine the established order. If reproductions of our

[More...]

Posted in indie game business, indie games | 2 Comments

More on Game Writers, Game Designers

As expected, the response to Adam Maxwell’s opinion piece that I mentioned previously has been swift and zealous. The article continued to elicit powerful responses on GameSetWatch, including an impressively long entry from Era, with this excerpt:

“Interactivity does not have to suffer from linearity. Interactivity does not equate to choice. Very common misconceptions plaguing both designers and people on the outside looking in. Our medium can be used for more than point/goal based competitions. We don’t have to have everything fit into the standard control schemes for platformers, action games, racers or shooters. We can restrict control just as the director restricts a camera to a specific scene. We can restrict the camera on top of control too, but don’t remove any of that for the sake of narration.”

The piece was also reprinted over on Gamasutra, where, naturally, it triggered a shitstorm of response. I [More...]

Posted in story in games | Leave a comment

Game Writers, Game Designers

There’s an interesting blog tête-à-tête underway, triggered by a (perhaps intentionally) provocative opinion piece by Adam Maxwell over at GameSetWatch on “The Case Against Writers In The Games Industry.” In it, Adam makes an argument that writers are perhaps an unnecessary part of game development, and that game designers offer more bang for the buck, at least as far as he’s concerned:

“For the same price (sometimes cheaper, I’m sad to say), you can hire a designer who is also an unsung writing hero (they exist in far larger numbers than anyone wants to give the industry credit for) and when the story is done, that same designer can be there to throw his lot into the fire with the rest of the designers and actually make the game fun. He can be re-tasked as needed, and he can be useful at every stage of development.

“For those reasons,

[More...]

Posted in story in games | Leave a comment

Vespers: Adventures with NPCs, Part IV


This is the fourth installment of my blog series introducing the six NPCs in Vespers, detailing the development process from text to functioning 3D characters. The three previous installments can be found at Part I, Part II, and Part III.

Once again it’s time to resume my efforts to bring our NPCs to life, beginning with bits and pieces of text from the IF version of Vespers and ending with a modeled, animated, and voice-acted 3D character. It’s been a while since my last entry, which described Lucca, the youngest monk at St. Cuthbert’s. This time I discuss the development of Ignatius, perhaps the most mysterious of the brothers at the monastery, and the one most distrusting of the Abbot at the start of the game.

Ignatius: From Concept to Character

Each of the characters in the game has their own challenges, and Ignatius is no [More...]

Posted in 3D/if, Vespers | 2 Comments

Gun Mute: A Text Shooter


Recently I came across a notice on IndieGames.com about a new IF game called Gun Mute. It was written by Pacian, who had previously authored the IF games Snowblind Aces and Poizoned Mind. I don’t think Gun Mute was part of any of the recent IF competitions, and it didn’t really get much mention on rec.games.int-fiction, but regardless it seems to have garnered a bit of publicity around the net — in addition to IndieGames.com, it has also appeared at places like Gnome’s Lair, TIGSource, IFDB, and Mobygames. Rightfully so.

Mobygames provides a nice one-liner about the game:

Gun Mute is an interactive fiction game set in a futuristic, post-apocalyptic western environment, mixing traditional gunslingers with mutant cyborgs and toxic lakes. The player controls Mute Lawton, a man of few words who wants to prevent Sherrif Clayton from hanging his friend
[More...]

Posted in adventure games, interactive fiction | 3 Comments

The Quest for Story in Games, Redux

Over on Tales of The Rampant Coyote, Jay Barnson decided it was time to revisit the problem of stories in games, taking a decidedly pessimistic stance. It generated a great deal of lively, insightful discussion. I’d say he made some reasonable points, summarized nicely in (and by) the section subtly titled, “You’ll Never Find a Game With a Great Story”:

“…the quest for “better story” in video games is doomed for failure. The very criteria and tools we use to judge story is based on linear storytelling which is at odds with nature of our medium. But this dead-end warning sign seems to be lost on most designers and publishers.”

I agree for the most part. It’s a topic that I’ve enjoyed thinking about and discussing since beginning the Vespers project some time ago. Stories in games is a hot topic these days, it seems, with panel [More...]

Posted in adventure games, interactive fiction, story in games | Leave a comment

Adventure, Atari style

Not long ago, there was an article on Gamasutra, one of a continuing series, on the “History of Gaming Platforms.” This one was on the Atari 2600 VCS, one of the memorable old consoles I used to have as a kid. I had seen and enjoyed their previous article on the Apple ][, so I checked it out, and overall I thought it was well done.

On the first page of the article is an image reproduced from a 1981 catalog for the VCS:

While glancing it over, one thing barely caught my eye: in the top row of game cartridges, second from the right, the game “Adventure”.

I had completely forgotten about this game, although it has a relatively important place in history — the first graphical adventure game, the first “action-adventure” game, and the first game, apparently, with hidden back doors and an Easter [More...]

Posted in adventure games | Leave a comment

On graphical adventure games & awards

Switching gears for a bit…

A short while ago TIGSource made note of the recent 2007 Adventure Game Studio Awards. These are annual awards for excellence given to freeware games made with the AGS system. The awards have been handed out since 2001, although I admit I haven’t been an AGS user or player and didn’t know much about the awards or community. Still, for those who like LucasArts-style graphical adventure games, there are a lot of good games out there, and I thought I would check them out for once.

This year’s two biggest winners are Nelly Cootalot: Spoonbeaks Ahoy! (5 awards, including Best Game, Best Gameplay, and Best Dialogue Writing) and A Tale of Two Kingdoms (4 awards, including Best Puzzles and Best Animation).


Nelly Cootalot is a medium-length game, and the download is 15MB in size. The graphics have a nice hand-drawn [More...]

Posted in adventure games | 4 Comments