'I want to make games for people who read Gravity's Rainbow'
Perry Noid
coolwithdoc at gmail.com
Wed Jan 27 20:32:28 CST 2016
This article has more screenshots of the game
https://killscreen.com/articles/californium-brings-philip-k-dicks-vision-of-the-world-to-life/
On Wed, Jan 27, 2016 at 6:19 PM, Perry Noid <coolwithdoc at gmail.com> wrote:
> 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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