There was once a world of living robots. But one day a bad accident occured in the main power generator. The world fell into a deep sleep. Bring life back to the world!
(Found on Play This Thing!)
“The tools to create new levels will be included in the game, and the feel is more like a sequencer than a content-creation tool. You lay down beats, and hear how it sounds in real time. You can add different notes and effects, layer in platforms, and in seconds you have a level—along with a song. It’s easy enough for anyone to use, and placing beats and platforms using the system’s rear touch panel is effortless.
“Let me show you,” Mak told me. He then whipped up a song, and invited me to do the same. In a few minutes I was comfortable with the controls, and I had something that I liked. Multiple rooms can be strung together to create longer levels, and you’ll be able to name and upload your creations to share with the community.
“But it doesn’t end there,” he told me. “You can download someone else’s song, and then remix it or add to it, and then re-upload it. And then someone can do the same thing with your version of the song. When you download a remix, you can trace it back to the original creator, it keeps all the information so you can trace the song through all the different versions.””
(From a review on Arstechnica)
Read an interview with Queasy Games’ Jonathan Mak and Shaw-Han Liem at Indiegames….
“It’s brilliant, because as a musician I see an enormous amount of groundbreaking work and exciting potential in the world of interactive audio and music in games. As a musician friend of mine once pointed out to me, in many ways the most innovative things happening right now in the music world are not happening in music at all, but in music software.”
“Our philosophical interest is really on interaction and interface, particularly with music. This can mean interaction between a player and a game, or a performer and an audience, or any number of other dynamics. Ultimately we want to deepen understanding and engagement, leading to knowledge and fun. That’s a pretty great reason to make games.”
Lucky Frame is an Edinburgh-based creative studio that makes games, software, performance systems, and interfaces that find new ways to interact with audiences – encouraging creativity, innovation, and fun.
Blinding Silence is a sound-based puzzle game as viewed through the ears of a blind man that can see sound.
With unique “sonar vision,” puzzle elements come to life in a system of interacting elements. A wave of darkness has fallen over the land, and as the light wanes, so too does free will. Humans are mindlessly repeating the same motions forever. The player controls a blind man saved by chance, influencing the mindless humans through sonic interaction, altering their tasks in order to solve puzzles. The player solves puzzles, breaks the crystals keeping the world in thrall, and helps to bring light back to a land of darkness!
“[Jensen and I] rarely like music as an instrument to manipulate the emotions of the player, or manipulate anything really. We both feel that everything should be open to interpretation, and people should be allowed to project their own feelings and emotions into the experience,” he said. “When you allow for that space, and at the same time create something that’s captivating and immerses the player, it lets them let go of those feelings and emotions. So if they’re scared it will probably make them more scared when there’s no music to take them by the hand and tell them how to feel.”
Martin Stig Andersen, sound designer and composer of Limbo
I found this article when I looked up some info about Skyrim on the internet. It’s incredibly funny (probably not to people who don’t play video games but definitely to those that do and especially to those who spent time with companions in Bethesda RPGs) and it tells a lot about gamers. It also is good additional info – in a strange way of course – to Jane McGonigal’s ideas by proving how much effort and love gamers put into achieving even the craziest things. Nobody would do all that painful work if it was for nothing but money.
a video game about dysphoria and astronauts
“Personal Trip to the Moon” is an experimental game about exploration and discovery which serves as a psychogram of a gray wasteland and its inhabitant.
It’s a game about finding yourself 384400 kilometers away from home.