Month: February 2018

  • Favorite game designs from 2017

    I already posted about my favorite game of last year — What Remains of Edith Finch — but I liked a lot of other games last year too, so here are some recommendations and why I liked them.

    I play well over a hundred games a year, for varying lengths of time, usually mostly right at the end of the year when I have time off and can devote it to sitting in front of a screen and playing for eight hours a day. Even the games I really enjoy, I often never get to go back to. My completion rate is terrible. Though this year, I did finish Gorogoa, Edith Finch, and Old Man’s Journey, mostly because they are short. So bear in mind that for me, “favorite” usually means “intrigued me from a design perspective” and not necessarily “had the most fun playing.” Think of this list as “games designers should play,” in my opinion.

    These are just in alphabetical order, by the way, not ranked in any way. Read More “Favorite game designs from 2017”

  • Why I loved “Edith Finch”

    I was chatting on Twitter with someone about narrative games, and What Remains of Edith Finch came up. It was my favorite game of last year, and I had written this little bit on it for a forum discussion elsewhere… but never posted it here. So here it is, slightly expanded.

    I’ll try to do this without spoilers. TLDR: Basically, an amazing gamut of emotional stuff gets evoked by linking mini-games (mostly aboutย control,ย which is crucial to the underlying themes of the story) to the stories really tightly.

    Long form:

    Edith Finch is a major structural evolution of what people have termed “walking simulators,” first person narrative storytelling, a hybridization of filmic story with narrative drips from static object interactions. Read More “Why I loved “Edith Finch””

  • My AAAI Workshop talk on game depth

    Today, at the kind invitation of Joe Osborn, I gave a talk for one of the workshops at AAAI-18, one on Knowledge Extraction from Games. I was pretty intimidated about talking at all; any time I stand up in front of people who really know algorithms, systems, or math, I feel like an utter dilettante who is bound to say foolish things. I had been noodling around with some notes around the broad topics of depth and indeterminacy, centered around the idea of games as ternary output machines, so I sent them to him, and he talked me into getting in front of an audience with them.

    Along the way, I stumbled into formalizing many of the “game grammar” ideas into an actual Backus-Naur Form grammar. This is something that was mentioned to me casually on Facebook, and which I was aware of from long ago classes on programming, in the context of parsers… but which I hadn’t ever seriously considered as an approach to the more humanities-driven process i was going through with game grammar work. Grammar was just a metaphor! Read More “My AAAI Workshop talk on game depth”