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Austin GDC Submission Deadline Soon

As I cram for tomorrow’s combined Indiecade/Utah Indie Gamers Night deadlines, another looms close on the horizon. The deadline for submissions to the Austin Game Developers Conference, or AGDC, is coming up in a little over a week. This is not a deadline for game submissions, but rather submissions for lectures, classes, or panel discussions.

I went to last year’s conference and had a great time. It’s much smaller than the main GDC in San Francisco, but there’s a lot of great activity and opportunities to meet and talk with people. While GDC is probably overwhelming, AGDC is considerably more welcoming and relaxed (and less expensive). I’m planning on going again this year, and depending on when the IGF Showcase deadline is, perhaps [More...] Read the rest

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XYZZY Awards Rescheduled

Due to a last-minute scheduling conflict, the XYZZY awards ceremony is being rescheduled for Saturday, March 28th at 3PM EDT. Same location, on ifMUD (http://ifmud.port4000.com), which itself is a fun experience. Come check it out if you’re interested to hear about some of the best IF of the past year.

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IFComp: Screening Capture

Forging onward with the next batch of IFComp entries, as I review my initial impressions of each game’s opening (introduction, “About” screens, and the first location), summarized by the Capture Score from 1 (intriguing; a definite play) to 4 (dreadful and forgettable). Just a reminder, no spoilers here, just early impressions.

Games covered here include “A Date With Death”, “When Machines Attack”, and “Berrost’s Challenge”.


“A Date With Death”, by David Whyld

Whyld’s game, subtitled “being the further adventures of the king who wished to die but whose subjects just weren’t ready to let him go”, is the third game in a series that began in 2004 with “Back to Life… Unfortunately” and continued in 2007 with “The Reluctant Resurrectee” [More...] Read the rest

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IFComp: Capture Quest

After a brief intro yesterday, my filtering of this year’s IFComp entries shifts into gear as I continue to walk down my randomly generated list of games. No spoilers here, just some initial impressions of each game’s opening, which includes any introduction, “About” screens, and the first location, summarized by the Capture Score. The range is from 1 (intriguing; a definite play) to 4 (dreadful and forgettable).

Bear in mind that my intention is not to judge the the complete piece, only to report my first impressions of the entries to see which ones engage me enough to pull me in for more. I’ll play the ones that do to see if the experience matches the anticipation, and afterward if any games that I [More...] Read the rest

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Day Two (at the AGDC)

The second day of AGDC was pretty fun, although perhaps not quite as informative as the first day. For me, the day started off with a lecture by Andrew Walsh on the topic of “On-Demand Storytelling” as it applied to Prince of Persia, subtitled “The Death of Linearity.” It seems that non-linear storytelling is all the rage these days, with all sorts of mechanisms for implementing it, some of which sound very creative. I have no idea if they work, though — or, if they do, how effective the resulting story is.

One thing that was clear from Walsh’s talk is that he falls on the side of those who support and promote the use of cutscenes, when used properly. I’m a cutscene fan [More...] Read the rest

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