Recent comments

  • Canabalt: A One Button Miracle   15 years 43 weeks ago
    axcho (not verified)

    I never thought of that before - a game is able to avoid a conclusion or a message, unlike a story or animation. Interesting to compare this with Passage, which is somewhat less linear, but has a conclusion that is essential to the meaning of the game.

     

    In this way the game paradoxically highlights the nature of the interactive medium, while still being incredibly linear: it highlights the player’s ability to do otherwise, to change the story’s ending, by putting that ending eternally out of reach.”

     

    Very insightful. What else could such a linear, open-ended format communicate, in another game? I’m now inspired to try this in a game of my own. Thank you. :)

  • Living Adventure: Spelunky vs. Fate of Atlantis   15 years 43 weeks ago
    axcho (not verified)

    Very interesting! Now how would you contrast Spelunky with Canabalt?

    Canabalt is very linear. How does it compose its elements to make a meaningful experience? What is Canabalt like, if Spelunky is like “opening up a writer’s toolbox and setting your pen to paper”?

  • Living Adventure: Spelunky vs. Fate of Atlantis   15 years 43 weeks ago
    AmelMag (not verified)

    O, how I have missed Indiana Jones and the Fate of Atlantis.  So many excellent memories. 

  • Ico: What Will I do for an NPC?   15 years 44 weeks ago
    martiniluv (not verified)

    Congratulations, what the right words … brilliant idea

  • Anchorhead: Embroiled in Lovecraft   15 years 44 weeks ago

    [...] externally imposed, is often a very good thing for a game to have (see my recent reviews of Ico or Anchorhead). The issue is that linear stories are not unique to video games, and in and of themselves do [...]

  • Ico: What Will I do for an NPC?   15 years 44 weeks ago

    [...] even if externally imposed, is often a very good thing for a game to have (see my recent reviews of Ico or Anchorhead). The issue is that linear stories are not unique to video games, and in and of [...]

  • SCMRPG: Time to Pick up the Gun   15 years 45 weeks ago
    Django Durango (not verified)

    Ever since I’ve played this game, I have considered it important for both indie games and gaming in general. I think that, despite the sometimes confusing and conflicting messages it tries to send, it shows the potential we have in what we can show and do with videogames as a medium. It makes the point that we can discuss subjects of more depth than plumbers and princesses through games.

  • Anchorhead: Embroiled in Lovecraft   15 years 45 weeks ago
    Jordan

    Ah… these tools look like they’d help considerably. Am I right in thinking that you can use these tools to create a map for yourself as you explore an IF world? I used the GUE map provided with Anchorhead, but I think I was going about the process the wrong way, as that was a pre-constructed map including all the hidden rooms…

    Also, thanks for the kind words Endsville—encouragement never hurts :)

  • Anchorhead: Embroiled in Lovecraft   15 years 45 weeks ago
    Endsville (not verified)

    If you’re having a hard time getting around in IF, your best bet is to get yourself a mapper.  To me mapping is the single funnest part of discovering IF.  All it takes is a little practice and the right tools.  Here is a link to those tools on IF-Archive.

    http://www.ifarchive.org/indexes/if-archiveXmapping-tools.html

    Also, this site has the best articles on gaming I’ve come across.  Thanks.

     

              -Endsville

  • This website is new!   15 years 45 weeks ago
    Anonymous (not verified)

    read  Columbine review  cared to read the entire… i never giv a crap bout writers opinion halfway thru these to read them to the end  looking 4ward to ur new stuff thanx 4 all 

Syndicate content

Jordan Magnuson Games Portfolio | Loneliness game.

Site by David Lerin Web Design. All articles copyright their respective authors, some rights reserved.

Theme based on AD Blueprint by Avioso Designs. Logo background from an image by roland.