Week 154

Not much to report this week. So this is a short one.

Most notably I worked on SAKE some more. I have been col­lect­ing things related to col­lab­o­ra­tive sto­ry­telling on Tum­blr. I talked about what we’re try­ing to achieve both with Tim and with Karel and got some use­ful ideas from both. Then, I sat down with the usual tools of the trade: index cards, poker chips, that sort of thing. I played through a few iter­a­tions of paper pro­to­types to get a han­dle on what I want this thing to work like. As is cus­tom­ary at this early stage, I mostly dis­cov­ered what I did not want it to work like. Luck­ily, by the end of the week I was joined by Dirk Jr. and we made another attempt. This one worked out — we now have a rough frame­work that can be turned into a soft­ware pro­to­type. I just need to write it up.

Other than this, I should point out I was at the screen­ing of Indie Game: The Movie. Kitty, Liselore, Peter and Zuraida put the film on the big screen for the first time in NL so that other besides the indie game in-crowd would take notice. The event sold out, which is great. The film itself is an OK intro­duc­tion to the phe­nom­e­non of indie games, I guess. Although it does favor the dis­play of per­sonal and busi­ness chal­lenges at the expense of doc­u­ment­ing the actual craft of game design. The moments that do show the cre­ators at work are eas­ily my favorites. In par­tic­u­lar, Phil Fish’s obses­sive tin­ker­ing with the gazil­lion pixel-art tex­tured cubes that make up Fez’s labyrinthine world.

And finally, I can’t help but men­tion I once again had a great time play­ing Space Alert over the week­end. I highly rec­om­mend you pick this up if you enjoy col­lab­o­ra­tive play, board games with unusual for­mats and intri­cate game systems.

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