Independent

Why are we playing computer games, if not in hope of beauty laid bare, life heightened and its deepest mystery probed? Can the interactive artist isolate and vivify all in experience that most deeply engages our intellects and our hearts? Can the programmer-creator renew our hope for the interactive medium? Why are we playing computer games if not in hope that the creator will magnify and dramatize our days, will illuminate and inspire us with wisdom, courage, and the possibility of meaningfulness, and will press upon our minds the deepest mysteries, so we may feel again their majesty and power?

What do we ever know that is higher than that power which, from time to time, seizes our lives, and reveals us startlingly to ourselves as creatures set down here bewildered? Why does death so catch us by surprise, and why love? We still and always want waking.

(Adapted from Annie Dillard’s The Writing Life

Beyond Korea: Kickstart me on a new journey screenshot
Jordan Magnuson's picture

It looks like my time in Korea will be coming to a close soon. I’ve had an amazing time here, teaching English, meeting people, having experiences, writing about and making computer games… and I’ll be sad to leave. I’m also excited, though, for what the future might hold. My current plan, for when I leave Korea is to do some extended traveling throughout Southeast Asia and beyond. 

That’s exciting in and of itself, but what really has me stoked is the idea of attempting to communicate my experiences while traveling through computer games: of using computer games as a form of travel writing, if you will. You may have noticed that I’ve already been pursuing this idea to some extent with Freedom Bridge, Being There, and Loneliness: my recent notgames about Korea.

To my surprise these creations have gotten a fairly warm welcome (especially Freedom Bridge, which made its way around Twitter and the blogosphere), and now I’m looking at pursuing “travel games” in a more extensive fashion.

This is where you come in. I know that I’m going to travel when I leave Korea, because I know that I can fund the travel by doing web design while on the road. But that won’t give me much time for making games. So I’ve started a Kickstarter project to see if I can’t raise enough funding to allow me to focus on game creation while traveling, instead of web design. 

So I’m asking you to watch my intro video, check out my project website, GameTrekking.com, and consider making a contribution if you think it’s worth it. I don’t know that I’ll make anything great, or memorable, but I’m going to give it my sweat and blood—I’m excited to try and use the interactive medium in a way that it hasn’t been used before, and see what happens. 

Thank you always for taking an interest in this website, and my work.

Where Things Stand

17 Jun 2010
Where Things Stand screenshot
Jordan Magnuson's picture

A quick update to let everyone know what’s going on with this site, and with me

You may have noticed that there haven’t been a lot of articles/reviews lately, and that I’ve been posting more of my own games. The reason for this, unsurprisingly, is that I’ve been more focused on game creation the last few months than I have on playing and reviewing. A while back I said that I was hoping to get into a more consistent writing schedule, but as I’ve reassessed my priorities and my available time, it has become clear that that isn’t going to happen—at least not right now. 

This doesn’t mean that I’m through writing: I plan to keep writing game reviews and articles for the foreseeable future—I just can’t promise you a consistent or frequent schedule. I’m busy with a large web development project, and all of my “free time” is currently being spent on my own game design projects. Speaking of which… Read more »

Apologies, etc.

13 Mar 2010
Apologies, etc. screenshot
Jordan Magnuson's picture

To my dear NG readers: just wanted to apologize for the lack of content of late. I’ve been fairly busy recently, and have let my writing slip. I’ve been working on a number of small games, among other things, and have two mostly-finished projects that just need to be polished up a bit before I release them. I also have two web design jobs that are needing attention at the moment, and am in the process of teaching myself Python and C++ in order to complete yet another game for a rather tight deadline at the end of March. Once that’s out of the way I’ll be able to turn my attention to finishing a couple of games I’ve been playing, and writing the articles I’ve been eager to write for a while.

Come April, I’m also going to focus on creating a more consistent update schedule for this website… perhaps a consistent by-weekly article to start, and maybe even weekly down the road. 

So thank you for your patience. If you’ve been visiting NG by browser to check for new updates, I’d suggest you subscribe to get email or RSS updates instead (or Twitter, or Facebook), so that you can be notified automatically when a new article is available. 

Finally, just for fun and kicks, I’ve uploaded a couple of my old games to the “My Games” page (hence the header you see above), so knock yourself out with those.

Exit Fate: Why jRPGs Suck and Why You Should Play Them screenshot

Exit Fate

Game released: 2009

Text written: Jan 18, 2010
By: Yan Zhang

Developer: SCF

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Yan Zhang's picture

Daniel, the protagonist of Exit Fate, is a soft-spoken orphan who fights only so that peace would eventually soothe the troubled land. He is separated from his army during a night raid, eventually finding himself at the head of a new army while searching for clues about his cursed fate and how to exit it. He meets over seventy heroes of all shapes and colors such as Meiko, a girl-scout with a mighty pen and a mightier right foot who you can assign to interview the other characters for more backstory, or Klaus, the last of a noble line of talking cats who deigns you worthy of his time after you provide him a room furnished as those of your best generals. You can freely select your adventuring party from among these heroes, although besides fighting, some heroes will help run your magic shop, smith your weapons, or even change your color settings. Occasionally, there will be a wargame-style square-grid mission involving the entire army’s special abilities.

Right, it is just Suikoden II; or as critics would say, any other Japanese RPG. Aren’t those all the same? Read more »

Calamity Anna's Shootin' Starcade: Six Glorious Trainwrecks screenshot

Calamity Anna's Shootin' Starcade

Game released: 2009

Text written: Dec 22, 2009
By: Jordan Magnuson

Developer: Anna Anthropy

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Jordan Magnuson's picture

I’d like to share with you today a few games that were made in two hours each. You read that right. Two Hours each. But why on earth would I do such a thing? Can a game that’s made in two hours possibly be worth playing, much less writing about and encouraging others to play? My short answer is of course yes, and the reason is this: some games can only be made in two hours.

What do I mean? I mean that some games, if they are to be good games, require weeks, or months, or years of effort and dedication to produce (granted, I haven’t actually played many games that have taken years to produce that I would actually consider very good, but you know, it’s a theory: we can perhaps imagine an inspiring triple-A title). Other games require not to have that time, because there is nothing for them to do with it. I’ve used the novel/haiku/sentence analogy before, and I’ll use it again: some games are analogous to novels in their scope and their ambition, while other games are more akin to short poems, sentences, or even singular words. We need these shorter games, just as we need the longer ones because, as Ian Bogost expressed two years ago in an article he wrote for Gamasutra, we need games of every shape and every form, expressing every kind of thing. Read more »

Bunnies and Genocide

10 Dec 2009
Bunnies and Genocide screenshot
Jordan Magnuson's picture

I haven’t written any reviews for a while, and that’s partly due to the fact that I’ve been getting back into game creation a bit, after an extended hiatus. Among other things I entered a mini Ludum Dare compo recently with the theme of “Tragedy and/or Comedy,” that ended up lasting five days, rather than the usual 48 hours. Also, unlike most LD compos, this one required collaboration, so I worked with Mitchell Hillman, who created the sprites.

I decided to tackle the tragedy theme head on and create a game about genocide. Bunnies vs. Bunnies is the outcome. I wrote a whole spiel about what I was trying to do with the game, but looking at it now it seems pretentious and lame, so I’ll just let the thing speak for itself (or not). 

You can download the game here (sorry, Windows only).

You can download the source (Game Maker file, sprites, music) here.

The game is short (five levels), and shouldn’t take long to play through. If you find a level too frustrating or difficult, you can use the “N” key to skip to the next one. Any feedback or comments are welcome and appreciated, including but not limited to bug reports, general observations, and whether you think the game is worth continuing to work on. Specifically, I’m interested in possibly pursuing a more developed, multiplayer version of the game (I think it would be great to have a multiplayer game that was purposefully unbalanced, and unfair, where one person played the oppressor, and the other person the oppressed).

Destructivator: Ramblings screenshot

Destructivator

Game released: 2009

Text written: Nov 2, 2009
By: Jordan Magnuson

Developer: Pug Fugly Games

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Jordan Magnuson's picture

I recently found myself sitting in the Frankfurt airport, twiddling my thumbs, waiting for a miniature plane to take me to Slovenia to visit my parents-in-law. My one-year teaching contract in Korea has expired, and my wife and I have a two-week break before next year’s contract kicks in, ergo the trip. I’m typing this from the comfort of my parents-in-law’s home in Ljubljana, having already been here a week, relaxing and taking in the sites, but my story takes place in the Frankfurt airport… twiddling thumbs. So I’m sitting there feeling very sorry for myself—being six-foot-seven, and all, and already having had to endure eleven hours of economy class torture—mind wandering, cold blue lights slowly sucking the life from my bones.

With no direct imperative from my mind, my hand slips into my backpack and finds my laptop; out it comes. Zip zip, open click, the hum of fans, the Windows chime. I am reminded of another mind-numbing airport wait from several months ago—one that felt like death, in my state of depression at the time—and suddenly I know what I must do: the same thing I did then: Destructivate.

Alt-Space for Launchy, and I type the title in; nothing; the launcher must be acting up. Start menu then; searching.

But the place where Destructivator should be is blank, is not there at all. I remember a hard drive formatting… of course. And suddenly I’m almost depressed again, because I realize that Destructivator is not simply the game I played last time I was numb, waiting at a gate. Rather, it is the game that I must play at every airport gate, always. Like the airport, the world of Destructivator is cold blue steel; humanity’s ability to control the elements, inverted; modernism at its peak, above its peak, below its peak; Kurtz; despair. Read more »

Jordan Magnuson's picture

Just a quick announcement to let you know that I’ve implemented a new comment system on the site. Avatars are here, and you can now optionally log in to leave comments using your OpenID, Facebook, or Twitter accounts. Also, when you get email notifications to threads, you can now reply to the thread directly through email without even visiting the site! Pretty cool huh? All courtesy of Disqus. The old comments will remain up for now, and as soon as the functionality is available (currently in development) I will import them into the new system.

Secondly, I’ve set up a guestbook, for all you people nostalgic for the 1990’s . I know that some people like to read but don’t leave comments, so here’s your chance to let me know who you are, so we can start to develop a little sense of community. No more reviews until you sign. Cheers.

Beacon: Better Than an Art Game screenshot

Beacon

Game released: 2009

Text written: Sep 28, 2009
By: Jordan Magnuson

Developer: Chevy Ray Johnston

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Jordan Magnuson's picture

Can one person make a game that is qualitatively better than many triple-A titles? How about if that person has forty-eight hours to do it in? How about if we force them to make this game around a certain theme, and we don’t give them that theme until just before they start work? And for good measure, let’s say they can’t use a single premade resource: no bringing in code, or graphics, or sounds of any kind. Sound impossible already?

Many of you may know about LD, and you see where I’m going with this. For the rest of you, there’s a game creation contest out there that has all the restrictions I’ve cited above. It’s called Ludum Dare, and it takes place every three to four months, with the last iteration (#15) having happened a few weeks ago. For Ludum Dare 15 the theme was “caverns,” and one man, Chevy Ray Johnston, won the contest with a game called Beacon, a game so nice it makes me giddy to play. Read more »

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