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Tampilkan postingan dengan label ar0707. Tampilkan semua postingan
Tampilkan postingan dengan label ar0707. Tampilkan semua postingan

Sabtu, 28 Juli 2007

Debate: Arthouse Games vs. Ebert

Rashomon Can games be art?

It all started back in October of 2005, when Ebert reviewed the film Doom and gave it one star. A few days later, a gamer wrote to Ebert and insisted that he had missed the point---Doom wasn't supposed to be a good, watchable film; it was supposed to be a tribute to a seminal video game. The Kurosawa film Rashomon was mentioned as comparable in terms of---shall we say---seminality to the game Doom. In response, Ebert planted the seed that would eventually grow into the vine that we are all still climbing. He wrote, "As long as there is a great movie unseen or a great book unread, I will continue to be unable to find the time to play video games."

A few weeks later, Ebert expanded on that point, claiming that books and films are better mediums than games. A few weeks after that, Ebert dropped his first explicit "games can't be art" bombshell, citing the lack of authorial control, due to player choice, as the hurdle that would forever keep games from catching up with art-capable mediums like literature and film.

Ebert kept quiet about games for a year or so after that. Then along came Mr. Clive Barker, who, somewhat clumsily, claimed that games can be art (a video of his full keynote would be nice---anyone got it?). Just last week, Ebert responded to Barker in mock-dialog style, somewhat revising his former position: games can be art, but not high art, as he understands it. Kotaku just posted a worthwhile feature that responds to Ebert's latest.

It's time for me to chime in here, and I'm going to continue the mock-dialog style. I don't know Ebert, but I feel like I do, because I've been reading his reviews for years. This man knows film, and I respect him deeply.

Read the full debate over at Arthouse Games.

Rabu, 25 Juli 2007

Gamers Eloquently Posit Games as Art in Ludicrous Thought Experiment

I've always found film critic Roger Ebert to be a tremendously engaging writer when he's in his element (film, primarily). This is why I get particularly annoyed that he turns into a reactionary curmudgeon whenever anyone suggests that games are also a form of art, even when (by his own admission) he's wholly unfamiliar with the subject.

I expected gamers would react to his latest uninformed salvo, but what I didn't expect is the responses (the printed ones, at least) to be by and large so lucid and articulate.
The key issue, I think, is the difference between freedom and liberty. Sure, there's no art in freedom -- in being able to do anything you want at any time. Liberty, though -- an allowance of choice, within a limited scope of options -- now we're getting somewhere. Especially if, within that narrow web, there is real, meaningful consequence to every action.
More than one writer points to independent games as examples of the medium's promise as an artform, including the Danish simulation 3rd World Farmer. (Some may take issue with the mention of a certain notorious RPG Maker game, however.) I doubt any amount of discussion will change Ebert's mind -- he appears too insistent on judging the medium by means of contrast to others with which he's more comfortable -- but it's nice to see such intelligent defenses out in front of the general public browsing his site.

Minggu, 22 Juli 2007

Independent Gaming on Yahoo

There's a four page article on independently-developed games which was on the front page of Yahoo.com on Sunday. A couple of games were mentioned in this piece, such as:

PS3: Flow, Everyday Shooter, LittleBigPlanet
XBox: N+, Space Giraffe, Eets
Others: Dwarf Fortress, Desktop Tower Defense, Cloud, De Blob, Outpost Kaloki

Read it here [source: GameSetWatch]

Sabtu, 21 Juli 2007

Kenta Cho, Nigoro Interviews

the2bears informs about a new Kenta Cho interview (by Siliconera) which reveals his thoughts on the upcoming Tumiki Fighters Wii port by Majesco entitled Blast Works, while mrkwang interviews Samieru - a member of the Nigoro development team responsible for the release of Rose and Camellia, Death Village and La-Mulana.

Quite unfortunate that both interviews are rather short and contains very little information that we are actually interested in finding out (e.g. upcoming developments, etc).

- the2bears
- Siliconera interviews Kenta Cho
- Samieru/Nigoro interview
- Nigoro's web site
- MTV interviews Kenta Cho

Jumat, 13 Juli 2007

Blast Works to include rRootage, Possibly More

According to a recent Siliconera article written by Spencer, the original Tumiki Fighters is an unlockable game within the upcoming Budcat's Wii production, Blast Works.

"As the conversation continued he (Budcat representative) explained that Budcat is working on bringing more of Kenta Cho’s shmups into Blast Works as unlockables. rRootage is going to be included for sure. Gunroar and Torus Trooper are possible additions."

- Read more
- Blast Works preview
- download Tumiki Fighters

Kamis, 12 Juli 2007

Top 100 Indie Games

GameTunnel has recently published a rather noteworthy list consisting of the top hundred indie games reviewed on their site for the past three years. The list is extremely comprehensive and doesn't end up looking like a top ten bestselling title on any of the casual game portals - so credits to Russell and his team of hardworking reviewers for doing a brilliant job of summarizing the scene into one page.

Read more

PopCap Acquires Retro64

According to a Gamasutra article written by Brandon Boyer, PopCap has recently acquired the Chicago-based developer Retro64. Founded by Mike Boeh in 2001, this creative development studio has produced Cosmic Bugs, Water Bugs and the recent PopCap hit Venice.

Mike Boeh is also heavily involved in the independent games industry, hosting both the popular IndieGamer forums and GameTunnel as well.

- Gamasutra article

Selasa, 10 Juli 2007

GBAX 2007 Coding Competition Entries Available

Entries for the GBAX 2007 Coding Competition are now available to download. This homebrew competition is in it's fifth year, and is proving the most fruitful. One can expect to find all sorts of homebrew games, applications, emulators and demos among the 60 entries developed with the DS, PSP and GP2X consoles in mind.

Some notable submissions include several remakes (e.g. Knight Lore, Ruck-Man, Blocked, Boomshine, Blast Riot), Sudoku clone (NDS), a tower defense game (Sqdef), a couple of scrolling shooters and even a Polarium remake (UNICOLOR, GP2X). For DS owners, there's a fully-working Genesis emulator which runs at 60fps and a TrueType eBook reader with anti-aliasing as well.

Sabtu, 07 Juli 2007

Weekly Freeplay

Weekly Freeplay is a new 1UP feature that attempts to dethrone Gamespy's Download This (discontinued since December 2006) as the best regular column about indie games in general. And off to a very good start, I must add.

I really like the fact that more and more mainstream editors and journalists are turning to indie games even when there are a large number of commercial stuff to write about.

Kamis, 05 Juli 2007

SourceForge Annual Community Awards

The SourceForge.net 2007 Community Choice Awards is an annual event organized to honor the best SourceForge projects, with the latest to be held during OSCON (Open Source Convention) at Portland on the 26th of July 2007.

A list of finalists for each category was recently made public to facilitate the final voting phase. Some notable nominess in the Games category include:

- FreeCol (open source Colonization)
- Tremulous (FPS)
- UFO: Alien Invasion (turn-based strategy game, Quake 2 engine)
- ScummVM

Incidentally ScummVM was also nominated for the Best Project category.

Read more

Rabu, 04 Juli 2007

VirtualNES.com

I'm Jamie Sanders, the guy who made vNES, the classic Nintendo Entertainment System emulator. I started work on vNES after realizing that I had nothing to do for the summer, and as a side-effect of my love of Nintendo and emulation. The original vNES website was created a few days before June 1, 2006 and was hosted at vnes.thatsanderskid.com. vNES was actually a small mistake, all my other ideas I was toying with at the time turned out to be remarkably bad. Before vNES, I was toying with making a web-based GUI, an RPG (which occasionally gets worked on still), a proxy server and a GPL flash preloader that is supposed to detect eBaum's World and then halt, playing "Suicide Is Painless" instead of a real movie.

Since all of those other pursuits were either futile or impossible for me to improve upon, I started reading technical documents on the NES, spend a good two weeks implementing stuff and reworking the mappers, and wound up with vNES. On October 1, 2006, vNES managed to get on the front page of Digg, and that's when my popularity skyrocketed. I found myself being mentioned in the most mainstream to the most unlikely of places, from college radio, Iraqi military bases, all the way down to the India Times.

To this day, people still don't believe that I'm 15. Mostly, because I inherited my NES from my older brother, who was alive when the NES was very popular. My style of writing also seems to throw people off, as I you don't run across many teenagers that bother to find the shift key. Or for that matter, can actually spell "teenagers that bother to find the shift key."

My original host got really angry about the traffic on the site, and continued to claim that I was abusing the server. What they didn't tell me is that the entire problem arose from my inadvertently deleting the favicon.ico file, and that was making the server return a 404 way too much of the time, which isn't really good for ther server. So, I decided to move vNES to Dreamhost. Dreamhost then promptly decided to shut me down, under the perception that my enabling the online emulation of the NES is illegal. I've been mistaken before, but I'm really sure that piracy denotes the downloading of files without the consent of the copyright holder. Technically, this isn't downloading anyway.

Dreamhost felt they could suspend my site without giving me a particular reason, initially. I don't know what it is with server farms and doing this, as it happened a few months later. I then re-enabled my site, and they kicked me off for good. If you're going to shut me down while I'm getting around one million hits a day, give me no actual reason, and then make me wait in support queue for twelve hours and think I'm not going to re-enable my site, you've probably been hit in the head one too many times.

It wouldn't be so bad if they weren't so remarkably and incredibly uncooperative. Not only that, but at the time I had received around $200 in donations from the users of vNES. Dreamhost continued to refuse to give me those funds back until I was about a minute away from sending papers to them, as I finally got them to at least return the money to the donators. If you're reading this, never buy your hosting at Dreamhost (or GoDaddy, but that's obvious - you don't want a content Nazi to be your host).

William Burns, the Chief Technology Officer of VR5 (a company that was using vNES for their Virtual Reality program) really came to my rescue dealing with Dreamhost, writing one of the best open letters I've ever had the pleasure to read. It was sent to Dreamhost and posted on www.virtualnes.com for the world to read. It was one of those New Radicals moments, the underdogs doing a reasonably good job of making the establishment seem incompetent and ostensibly obsolete.

At that point, I moved vNES around donated servers for about 48 hours before moving to my current host (of this site, anyway). Thanks to another site linking to me, the server overloaded and crashed. They decided to lock it until I could guarantee that I won't crash the server anymore. That was the birth of Public Terminal Mode, which allowed people to link to the Coral Content Distribution Network to play games on vNES. Problem is, if you were on a public computer, such as a Library or School workstation, Coral CDN was probably blocked. So, I kept a way to access the main server directly. Hence the name "Public Terminal Mode."

Around April 14, I was told that another website was using the vNES applet. At the time, I was rather opposed to the idea. I got a bit angry, only to find out that numerous other websites were also doing the same thing, but they weren't publishing it quite like Nintendo8 was. After a few days of struggling, I came to the conclusion that the frustration isn't worth popping back up in 20 years as a brain tumor, and released it under the GPL on April 22nd. On July 1st, the entire website was redesigned from the ground up to make it easier to use.

Later this month, I'm going to add about 200 Japanese NES games. I've also been hard at work perfecting vNES, as there are still some notable games that don't work yet, like Tetris, Mike Tyson's Punch-Out!! and River City Ransom. I've also been experimenting with making a vSNES. Although I can't make any promises, I wouldn't expect that to be ready until next year.

If you've got any questions about how to use the vNES website, check out the Help Section. If that doesn't work, me and my friends will be at www.on-topics.com and www.on-topics.com/chat/ to help you out.

Senin, 02 Juli 2007

The 100 Best Games Ever

Edge Magazine have recently published yet another of those ever wonderful gaming lists that allege to cover the best games ever made. Ignoring the fact that once again we're being asked to hand over ten of your English pounds in exchange for a list of games which you could write on the back of a beermat without opening the magazine itself... I'm left wondering just how accurate these lists really are.

Is it still the case that as good as it is, Ocarina Of Time is The Best Game Ever Made or is it just so terminally dull and predictable a choice that it ends up there because, well, thats just how these lists work? No thought, no imagination, no heart and no soul.

Colour me unconvinced that if the readers of this blog were to vote on their best games we'd see such a tired and predictable list. So, putting the arguments of how useless lists like this are - I reckon we should show them how a real list would look.

How about you fire me over your top 10 best ever games, and by that - they can be freeware, commercial, shareware, remakes, public domain, console games, arcade games... whatever your list would actually contain and in a few weeks I'll collate all the info together, add them all up and post them onto the internet for everyone to pick over? Don't just throw something in because you feel duty bound that it should be there, put it in because you believe wholeheartedly that this is one of the best games you've ever played.

Drop me a mail at remakes100 AT gmail DOT com and lets set this place on fire...

Original remakes forum thread / Retro Remakes News Post