'I want to make games for people who read Gravity's Rainbow'

David Morris fqmorris at gmail.com
Wed Jan 27 16:30:05 CST 2016


Have you tried Monument Valley.  It's visually quite beautiful.

https://www.youtube.com/watch?v=wC1jHHF_Wjo

On Wed, Jan 27, 2016 at 4:11 PM, John Bailey <sundayjb at gmail.com> wrote:

> "Its ambitions are intellectual and philosophical – it strives to be,
> and succeeds as, a work of serious thought..."
>
> I played a few hours yesterday and at first thought it was a whole
> heap of hype for a fairly standard puzzle game, but it's a) really
> freakin' beautiful and b) induces a very tranquil state of
> contemplation and slow thinking. Critics are saying it's pretty
> solipsistic and in this way it's the opposite of GR - it refers to
> nothing outside the parameters of the game itself, whereas GR alludes
> to everything in the world - but I'm getting the feeling that smart
> players will start to theorise about what the game might *really*
> signify.
>
> Braid was similar - I liked it but only years later appreciate its
> overall importance. That was a work that seems almost explicitly
> inspired by Gravity's Rainbow, featuring a plot that confuses a lost
> love for a nuclear device.
>
> On Thu, Jan 28, 2016 at 6:19 AM, Mark Thibodeau <jerkyleboeuf at gmail.com>
> wrote:
> > That's just mean.
> >
> > J
> >
> > On Wed, Jan 27, 2016 at 1:29 PM, Monte Davis <montedavis49 at gmail.com>
> wrote:
> >> Off to Steam as soon as I read it - thanks!
> >>
> >> Long ago, teaching at Dalton School in NYC, I put together an
> experimental
> >> course on "literature of childhood": books and stories for, about, and
> by
> >> children, Including of course Alice in Wonderland & TTLG.
> >>
> >> The school encouraged multimodal projects, and three of the students
> did an
> >> "Alice" board game with very good, painstaking artwork. It was just like
> >> Monopoly, with locations from the books instead of Atlantic City
> streets,
> >> and "bread" (buttered tea-party style) instead of money. So far, so
> >> moderately imaginative. What made it Carrollian was that landing on two
> of
> >> the squares -- or using any of several "get out of jail free"-style
> chance
> >> cards -- swapped players: you (Twedledum) took over the Queen of Hearts'
> >> token and its position, her bread and properties, and she got yours. All
> >> game tactics, of course, went madly meta, and half the class played it
> >> obsessively for hours on end to determine if the game could be gamed to
> >> restore any notion of "winning."
> >>
> >> I told the creators that I was awarding an A, a C, and an F, and they
> could
> >> roll the dice for them.
> >>
> >> On Wed, Jan 27, 2016 at 11:56 AM, Mike Weaver <mike.weaver at zen.co.uk>
> wrote:
> >>>
> >>>
> >>>
> http://www.theguardian.com/technology/2016/jan/27/jonathan-blow-designer-video-games-braid-the-witness
> >>>
> >>>
> >>>
> >>>
> >>> -
> >>> Pynchon-l / http://www.waste.org/mail/?list=pynchon-l
> >>
> >>
> > -
> > Pynchon-l / http://www.waste.org/mail/?list=pynchon-l
> -
> Pynchon-l / http://www.waste.org/mail/?listpynchon-l
>
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