Complete text of the lesson I gave my students on choosing sounds for their games. (Parents can thank me later.)
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Complete text of the lesson I gave my students on choosing sounds for their games. (Parents can thank me later.)
Surprising no one, I make a pretty snarky bot.
New What Would I Say? app pulls and respins your Facebook updates into new updates. Think Darius Kazemi’s @TwoHeadlines mashup bot on Twitter, but thoroughly infused with your Facebook personality.
Users need to sign in with Facebook on the WWIS site to create their own WWIS updates, and then choose which ones to share. Woke up with Ex-boyfriend is one that I decided to keep private, but in general it’s something I actually wanted to share. My friends’ botted and shared updates were hilarious, if grammatically painful, capsule versions of their personalities.
via I Heart Chaos — New What Would I Say? app :: Meg Stivison
The Blockheads is a free-to-play iPad and Android game, in which players explore a sandbox-style, procedurally-generated world, where they can build with with blocks. The game has a strong resemblance to another, very popular game full of, um, mining and crafting, if you know what I’m saying.
Only Blockheads is cuter, and offers a better UI. (In the time it took me to quit walking into things and punching trees in Minecraft, I had a Blockheads house and garden going.) The world is surprisingly pretty, considering almost everything is a cube, and includes distinct biomes to explore. Or just raid for resources, I’m not judging. The world cycles through seasons and times of day, creating lovely sunrises and snowfalls on my blocky domain.
Players can customize and name their Blockhead avatar, allowing for much more personality than Minecraft’s default Steve, without complex modding. Avatars can be female too, to the great excitement of several Minecraft-ing ladies I know. I love mining and exploring even more if I can do it with pretty hair.
Unfortunately, Blockheads also resembles Minecraft with some of the tedious inventory management. Does anyone enjoy this? Does opening trunks and baskets add anything to gameplay at all? (Is it for realism, after I just hit a tree with a shovel until it became cubes of wood?)
Blockheads can be a big world for a little avatar, so warp in a second, playable Blockhead, play a local game with a friend, or join multiplayer games through GameCenter. Most of my local, multiplayer game experience was Civ marathons in college, which usually involved about an hour of network troubleshooting before a game could start, and so I’m still amazed when it only takes a couple of seconds to send a Blockhead into a friend’s world.
Like most free-to-play games, Blockheads offers real money options to speed up game progress, Players can either buy time crystals to spend on speeding specific actions or buy a speeding powerup for everything. And, like most free-to-play games, Blockheads slows down game progress enough to make those in-app purchases tempting. My complaint is not with Blockheads itself — this charming game is well worth a much higher price point — but with the common monetization model of demanding payment to correct game balance in freemium games. It’s sad that floods of freemium games make it harder for iOs developers to just set a price for a game, and there’s something particularly soul-crushing in suckifying a game and then charging to unsuck it.
Blockheads offers the addictive gameplay of exploring a randomized world, and uncovering treasure-filled caves, growing a sweet little garden, making and dyeing clothes, building homes (but why build a house when you can build greenhouses and igloos and underwater palaces?), making furniture and decor, and generally creative gaming. Blockheads further encourages imaginative play by giving achievements for everything from the obvious to the ridiculous, from the exciting entrance to the iron age or the discovery of the North Pole, to the ridiculous creation of a tin-foil hat.
I will spare you the detailed descriptions of all my blocky building adventures, but I’m pretty pleased with my indoor plumbing, secret treasure room, multi-biome greenhouse, and of course the Blockheads version of my favorite outfit.
Oh, and you don’t need a wifi connection for single player, making the Blockheads world an ideal escape from wherever you’re stuck.
Dear Chicago Public Library,
This isn’t a children’s book. You are making a terrible mistake.
Via Harold’s blog
I’m Sorry: The Rise And Fall Of The Indie Game Magazine is written by Mike Gnade, the founder, former owner and former E-I-C of Indie Game Mag, and posted by Chris Priestman, another IGM alum, over at Indie Statik.
This article is written by Mike Gnade, founder and former owner of The Indie Game Magazine (IGM) and founder of IndieGameStand (IGS). He was upset with what happened with IGM after he let it go and wanted to have a final say on what IGM meant to him and others.
Actually, I want to quote the entire article here, because basically every line of Mike’ experiences trying to balance IGM, other game work, a regular 9-to-5 and having a personal life sounded familiar to me. But I must quote at least this part:
These indie game developers that I had discovered were really nice and were sending me free games to write about on my stupid little Blogger account. I needed this outlet from my regular day job, and I found myself rushing home to these experimental and creative games, playing them for hours, and then writing up a review
That was also my experience coming into indie games and game reviewing, only I was also lucky enough to stumble onto an encouraging editor like Mike, and then meet other amazing people at IGM, and then go to shows and conferences for IGM.
I wrote on Mike’s article:
When I wrote my first piece for IGM’s issue #3, I was so happy to be writing about games for a real, live magazine, and so happy to be part of this community of creative and thoughtful gamers! IGM has been a a great community and led to many other opportunities, I think for us all.
I wrote for IGM for 4 years, which has outlasted relationships, jobs, and home cities for me. Writing for IGM has helped me launch my career in games, by letting me attend shows as press, building my clips, and most importantly giving me that feeling of being a working journalist in a community of dedicated indies.
I wonder, too, if there are times I could have done more for IGM. I work in game development, which means insane crunch hours, punctuated by unemployment (see previous re: relationships, jobs, cities, etc.), so when I had heavy workloads, I’d post now and then about indie games I happened to find interesting and exciting. In retrospect, I could probably have done more to promote the magazine.
Sure, IGM never paid all that much (for totally understandable reasons, not because writers weren’t valued!), and yeah, I wish more of the amazing conversations about individual games and the indie industry were at the bar instead of via email. But I was very lucky to be part of Indie Game Magazine.
IGM gave me four good years with a great magazine. Thank you.
Via I’m Sorry: The Rise And Fall Of The Indie Game Magazine – Indie Statik.
Today the fire alarm in our building went off, so my entire office shrugged, took our laptops and chairs out to the parking lot, and used the wifi from the coffeeshop next door. I think these are my people…

(The) Absolute has asked me to point readers to awesome underground and indie games. Here’s a literary twist on the endless runner:
[pullquote]It is a truth universally acknowledged that adding Jane Austen to anything will make it better[/pullquote], and the usually-edu game developers at No Crusts Interactive must agree. In their new release Stride and Prejudice, the full text of Jane Austen’s novel Pride and Prejudice forms the platforms and challenges for an endless runner.
No need to get your petticoats six inches deep in mud, just tap to hop and then let Lizzie run along the text. Set the speed for a challenging game, or slow it down to read the book while playing. And of course, you can bookmark your game to pick up right where you left off next time.
via Play 8-Bit Elizabeth Bennett in New Endless Runner ‘Stride and Prejudice’ | (The) Absolute.
Neocolonialism is Seth Alter’s new strategy game of economic control and dirty politics. I wrote about Neocolonialism’s Kickstarter for IGM, back in January. The game’s out now, so I interviewed Seth for GamerHub.Tv:
What was your main goal in developing and releasing Neocolonialism?
I had three main goals. The first is that the game didn’t exist yet—in fact, there’s nothing quite like it out there—and I wanted it in my world. Second, Neocolonialism is, as you have written about in the past, a new sort of educational game, and it’s meant to herald a totally new approach to serious game design. Third, I love making games, and I’ve had fun with the process itself.
It’s hard for me to describe Neocolonialism without mentioning Sid Meier’s Civilization. What other games influenced you in developing this game?
Neocolonialism was heavily influenced by Euro-style board games like the 18xx series or Imperial. Board games have this whole genre of “economic” games that just don’t really exist in the digital world. I hate economic games, and the initial genesis of this project was a response to that—Neocolonialism may look and feel a bit like its relatives at first, but in the end, it’s an economic game that is not an “Economic Game”.
Relatedly, I’ve been playing Civ since I was eight, and while it is in the end my go-to for design principles to emulate, it has really troubling social implications—namely, that you do all of these terrible things to other people but the game makes you feel good about your actions. Neocolonialism is partially meant to be anti-Civ: ultimately, you pretty much do what you do in Civ, except that my game makes it clear that you are a terrible person.
Neocolonialism aligns the player’s gameplay goals with economic exploitation, and in-game success is moral failure. This puts the player in the role of the villain, a mechanic which was done successfully in iconic serious games like Brenda Brathwaite Romero’s Train and Molleindustria’s McVideogame.
Right, you don’t play as the Good Guy in the game, because the idea of a superhero-esque protagonist in this context is inherently imperialistic and also wishful thinking.
(As a game writer, I can’t help seeing some of Neocolonialism’s evil goals as a bit of a play on a common gamer’s desire to view the game setting as secondary to winning.)
Via Ruin Everything! Talking About Neocolonialism With Seth Alter of Subaltern Games on GamerHub.tv