The smooth sounds of SPACE


Space is big. You just won’t believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it’s a long way down the road to the chemist’s, but that’s just peanuts to space.

Horror clouded my weary gaze as diplomatic allegiances shifted like plates beneath a thousand stampeding space-oxen; ships lumbering toward the unknown – mere victims of my hollow trust – allies turned rampaging foe. Semi colon, dash, frustrating grammar. This was my first day in space.

Neptune’s Pride is all about deciding who is the most harmless liar. Forget base building, resource management and clattering of poorly animated sword against poorly animated sword, Neptune’s Pride is all about the people you play with. I was promised from the outset that this game would invade every facet of my thought, occupying my most personal hours with worry. Who is sharpening their back stabbin’ knife, who is moving into your territory, who is interested in helping you. Hah.

Over the proceeding weeks, myself and a handful of blogger chums, and chums of blogger chums will be pitted against one another in a merciless battle of diplomacy and forethought. Once the dust has settled we will document our mad adventures in a big fancy journal; making no effort to plagiarise Rock Paper Shotgun in any way. At all.

May the best space-bastard win.

– Miles

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Analogy Hour: Why I like Stealth Games.

I like stealth games for one reason: Controlled excitement. The key word: Controlled.

Sure, we all love the moment in any good action game when the killblitz kicks into megadrive and your flaming car engine rockets off the top of the roaring puma’s head as your dick starts shooting over one billion rounds a second, all the cartoonishly oversized enemies around you exploding in the furious bulletstorm tornado of a million perfect simultaneous headshots as the killcounter soars upward like a babellian temple to your bloodstained glory.

Continue reading

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What have indie games become?


Six months ago I had a plan. I felt confident, and I felt enraptured in the world of indie games, and after many unsuccessful attempts I felt just a little bit pissed off. But it was an idea. At the time, I was pretty well steeped in one conspiracy theory or another, wondering what kind of a place the world would transform into if all of these predictions were correct. Fires would roll down across the landscape, destruction would befall humanity, and there would probably be a hell of a lot of panic-sex going down. However, the thought evolved. The common man, whilst not particularly stupid, or foolish would not be aware of these convoluted plots that the internet takes within its grasp and twists out of conceivable proportion on a daily bases, and would be left utterly dumfounded and possibly unaware of their circumstances. So where does this put this person? How would this person react to the transpiring events, and what would be/ dictate their fate? It doesn’t really matter. That’s what indie games have at their disposal; knowledge that it is all about the player’s reaction, and personal construct of reality that rules their emotional impact instead of developed plots. And although the notion of independence, and the field of art games has heartily embraced the player’s (or reader, if that floats your literary boat) reaction to a set of circumstances, I’m starting to think that they’re approaching it the wrong way. Continue reading

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A new blog?

Thrilling.

And you can read it right here http://shortformfoundry.wordpress.com/

The idea is that I come up with a lot of ideas for games, and I want to see what happens when I give them some fresh air. So this is exactly what I plan to do.

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Bread and Circuses

That totally happened the other day. I swear.
Here you go weary travellers of the internet, Eurogamer beat their collective gums about HUMAN REVOLUTION. No less than 2 pictures involving sunglasses and moody yellow-washed architecture. pretend I wrote this, and I’ll pretend that I’ll ever get a chance to update this blog.

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Irony in 10 seconds.

Consider this a mysterious preface for things to come. Y’know, when I’m not burning alive at the stake of education. Passage In 10 Seconds

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The Ultimatum

Last week I blithely wrote about moral scenarios in games until archfiend Veret promptly SHUT. ME. DOWN. And he was right, you know. I was arguing that moral choice is always too game-y because they never really get you to deduce just why you should enter a situation, let alone give you another option but to choose from a list of timeshare packages in the Bahamas, each more diabolical than the next. Ultimately my hypothesis ended up punishing the player for their lack of knowledge of the situations, but aint’ that just life? Then I thought (precisely one and a half minutes ago) that the problem with moral choice is not necessarily that they situation is unwarranted, it’s that they always rely on the moment of ultimatum; the sudden moral climax within the tale that never really expected you to give it much forethought. Continue reading

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Thoughts on moral choice

Today I wrote a short story that followed the reflection of a wretched individual who believed he could bring about the rise of a utopia by killing everyone, describing that humans got a great view of perfection from the point of no return. In the spirit of wanting to turn every story I come up with in a Half Life 2 mod, I went about devising a way in which I could place the player convincingly within the boots of the character, whilst letting them bring about their own interpretation of a narrative.

The situation goes that you walk into a train station, narration wafting overhead. You’re armed only with a pistol, yet you haven’t been told what you must do, you must rely only on your inner monologue to shape your interpretation of the character, but from there on in, your actions are entirely of your volition. You leave, or everyone dies.

Then it hit me. So often have games shoe-horned you into contrived moral divisions whilst stripping you of your own input. While you may have to choose whether someone lives, or someone dies, it’s still a choice that is given to you, and the moral struggle really ends with the character.

Putting a player into a situation where we are aware of the character’s ideologies, yet you are unaware of what you must accomplish, forces the player to make their own decision, instead of choosing one the game presents (even if it is ultimately a binary choice)

Everyone lives or everyone dies. It’s a simple scenario, but if a game is presenting a serious and mature tone (ie not Grand Theft Auto), then the impact of such situations is guaranteed to be a great deal higher, than those in which the game gives you a pat on the back, and hand you a menu.

Also, it seems like I’m going to be trapped in the form of short articles on my errant rantings for a while. But so what, the ideas are fresh off the press. Also, seems like Jack is planning a couple of pieces for the not too distant future.

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Rest in peace Heroes Radio, wherever you are.


Well, as usual, I’m going to talk about something nobody has heard of. Sorry, that was incredibly arrogant of me. Whatever.

STALKER is probably one of my favourite games, as you should now be well aware of, and I’m here today to commemorate the loss of a quaint little wiki-style dedicated encyclopaedia of all things STALKER; that encyclopaedia was Heroes Radio.

It was great – conclusive information on even the most obscure topics, good editing, and all the charms of anything that didn’t fall off the Wikia project tree.

Gone.

No idea when, but that modest little guide that saved my audacious arse so many times has vanished from the plains of the internet, forcing me into the sterile halls of the STALKER WIKIA MACHINE. Which is also pretty good. WHATEVER.

It’s just a shame to see something like this go, just because its existence was pleasant. It had people behind it that cared and that made it feel like more of a community, even though there was one editor who spent his entire life locked in his ivory tower after throwing the keys into the lake.

Sadly, it’s situation and demise was somewhat inevitable, not because the editor was afraid of people deleting articles and replacing them with ASCII penis’s, but because it would have been too much damn work to keep it up to date with the sequels, meaning that a small group of dedicate authors could not match the consistency and content generation power of a living breathing community, all drawing interesting conclusions on community based encyclopaedias. But talking about the operation of social dynamics within Wikia is for another day.

So fare thee well Heroes Radio, your quality content and cool name may have vanished, but they shall not be forgotten.

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Teaching you how to play

Throwing praise at Valve is a bit like pissing in an ocean. You’re going to be surrounded by people who can piss much harder than you and who have been doing it for much longer, but ultimately, you’re going to wading knee deep in piss. Valve are one of those companies that are universally revered for their friendly disposition, independence, and inability to make a bad game. But I think people are generalising. People understand that Valve make good games but don’t really understand why beyond “I play their games and don’t feel stupid”. Or something. Evidentially their games boast high production value, endearing design and excellent support, but there is one thing residing at the base of their design that even ludocrats, as such as myself, have nigh on taken for granted for all of these years. That shining underappreciated star of game design is how they teach us how to play. Continue reading

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