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

John Bailey sundayjb at gmail.com
Wed Jan 27 16:52:46 CST 2016


Aurally too.

On Thu, Jan 28, 2016 at 9:30 AM, David Morris <fqmorris at gmail.com> wrote:
> 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
>
>
-
Pynchon-l / http://www.waste.org/mail/?list=pynchon-l



More information about the Pynchon-l mailing list