Patrick Lindsey discusses AbleGamers, a group dedicated to making the world of videogames a more accessible place for everyone.
I. I’ve been reading a lot of critic Susan Sontag’s early essays of late. I’ve been motivated by a desire to have my own approach to criticism influenced more by that of other critics, and I’ve been influenced heavily in the way Sontag takes a work of art at face value. Explicit in her essays from the late ’60s, “Against Interpretation” and “On Style,” and implicit in the rest of her writing, is this refusal to separate an artwork’s “form” from its “content.” That is, she refuses to separate an artwork into what it “is” (a canvas, brushstrokes, colors, frame),
THE ADVENTURE GAME IS NO LONGER RELEVANT, they scream, eyes flecked with the righteousness of the lifelong gamesman. THE CONTROL METHOD IS FRUSTRATING, the INPUTS UNSATISFYING. What are these, PUZZLES?! Oh, DECISIONS?! Where is the smoothness of play? The feeling of control? Why is it that we must combine this and that to make a conversation come to life? Why must I stumble from screen to screen like this? I am the hero. Why is everything so difficult? Everything in it is difficult they say. Everything in it is difficult.
Unwinnable is closing up the office for the Thanksgiving weekend. Naturally, our weekends will be filled with turkey, leftovers and fire engines.
BROOKLYN, NEW YORK – A loose-knit collection of programmers, anarchists and baristas launched an indie gaming console to little or no fanfare Thursday. The collective chose not to give the gaming device a name, a standard set of specifications or even a price point. “We’re trying to avoid the whole gaming hype train,” said hacker/forestry science major Arturo Gutierrez. “I mean, when I think of a brand, I think of cowboys searing the flesh of innocent cows. This isn’t about cattle capitalism.”
It’s strange but undeniable that for all the millions we’ve spent on creating and consuming videogames over the last 20 years, we lack any broad clarity on what they are or quite why they have won their space in the sun. Never before has so much been spent on something so little understood.
Playable presents Jostle Bastard, a satirical action game by Pippin Barr.
It is easy to forget that games don’t spring forth fully formed, like Minerva from the head of Jupiter. That isn’t true, though. Games, unlike most other mediums, are constantly changing, like a snake perpetually shedding its skin. Every version is called a build. There are thousands of builds for Jostle Bastard. In terms of scale, it isn’t a game on par with Skyrim or Red Dead Redemption, and yet, there are thousands of iterations that chart its evolution from inception to completion. Every meaningful change to the game spawns a new build. Some seem hardly changed, others are hardly