'I want to make games for people who read Gravity's Rainbow'
Perry Noid
coolwithdoc at gmail.com
Wed Jan 27 20:19:00 CST 2016
Also, it's a couple years old and not exactly under the radar but if you
like puzzle games and haven't played Fez...
http://www.unwinnable.com/2012/06/21/gamatria-a-mystical-deconstruction-of-fez/
I wouldn't call that a "deconstruction" but it is a good starting point and
I haven't seen any other articles on this aspect of the game.
The Witness is not being compared to GR, it's for people who *like* GR sez
the designer, which I take to mean that it's *not* for people who play a
game to find out the end of the story, or as benchmarks for their rig, or
because it has dinos. I think he means to say that the game is presenting a
challenge and a certain level of perplexity, which is becoming less of a
rarity these days especially in indie games. I think Valve can technically
be considered an indie dev also but Valve is it's own unique and curious
creature, and Half-Life continues to perplex. Two complex and perplexing
indie games I have had great fun with lately are Don't Starve and Darkest
Dungeon.
And for the juicy bit...
Now *this* is one I am looking forward to and might perhaps be a little
closer to Pynchonian by way of being Dickian, you actually get to play as
the paranoid writer!
http://arstechnica.com/gaming/2015/11/californium-the-many-surrealities-of-philip-k-dick/
And a video since the one in the article seems to be asking for a log in:
https://vimeo.com/141057075
On Wed, Jan 27, 2016 at 2:52 PM, John Bailey <sundayjb at gmail.com> wrote:
> 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/?listpynchon-l
>
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