Some of the charm of figuring out these games without any text is how the flow or the gameplay is supposed to work. Without any real guidance, you’re thrown into things much like how Nick intends you to literally be tossed in the sea, struggling to swim to shore as you try to figure out where you’re supposed to go and how you’re supposed to go about doing it.
If it wasn’t already apparent from my Twitter or from here, I’m a busy person. As of this writing I have this blog project, plus a podcast, plus work in a couple of different industries. I bake in my spare time, take care of my family, and of course, try to find time to play games. If it wasn’t for the fact that I kept a decently kept-up productivity system, I’d probably go batshit crazy, and even with all that going, I do have my moments of slight panic or anxiousness when I need to ensure something is scheduled properly.
Developer: Andy Runyon Launcher Quote: “I never remembered my mom’s birthday. I love my mom she’s a cool lady.” Looking at today’s entry from Andy, a game where the object is to match the pattern being presented on the screen, I’m reminded of how bright color presentations and a simple way of Continue Reading
When you make music, especially if you’re making music with others, it is a layered, constructive process that creates something wonderful out of individual parts. From practicing the initial piece to putting it together into the final product, there’s a certain sense of satisfaction in creating something that has a composition to it and knowing that you contributed to making it happen.
I feel like the majority of games these days, whether they are small and simple titles or large AAA masterpieces, tend to shy away from depicting actual real life events (and if they do, to present them in a way that’s “game-ified” so that it isn’t as real to the player). I don’t blame developers for this – after all, many gamers treat games as escapism, a way to get away from the real world for a little bit and indulge in one that has nothing to do with it. But that doesn’t mean that it can’t be done effectively.
The way my schedule goes, I tend to not get very much sleep. That happens for a variety of reasons but most of all it’s because I keep up a bit of an aggressive set of projects and personal obligations, resulting in a lot of stuff that happens to roll through my brain on a daily basis. So it is that Sarah Imrisek’s entry into the Meditation Games project hits a bit closer to home for me while still not being as heavy as some of the other subject matter that the developers so far have gotten into.
One of the great things about this project is that we get to take a little bit of a peek into the developers on a personal level. For many of the ones I’ve seen so far, the projects they create are very close to them, in some cases a kind of extension of themselves. That means that a lot of the games that I’ve seen are not only reflections of certain significant life events or daily routines but also of their mentality in dealing with those routines. A lot of this leads to some interesting imagery, which is exactly what I saw when playing around with Zk’s entry today.
The scattering of ashes has long been a tradition in multiple religions, often symbolizing a return to nature, to the origin of where you came from, or a journey back to someplace outside of the physical realm. The addition of it being done in a place of significance to the recently departed adds to the power and weight of the moment, one which removes the difficulty of a loved one passing somewhat as one imagines a last moment with someone who enjoyed being at the place of scattering.
Sometimes even the admitted minimalist experience of the Meditation Games project can be taken to be as literal as clicking once to play the game and get the message across with only one small change of color. Such as it is that today’s entry from Jordan Magnuson operates in order to convey the idea that there are certain moments in life that will change your entire worldview.
Even the simplest presentations of games can be relatable on a very basic level, especially when they send a message through their mechanics and their visualization that hits close to home. Such as it is with today’s entry from Daniel Ilett, which elicited from me feelings of my very very brief foray into Stardew Valley with its bright sprites and rustic setting, with the seemingly simple yet still somewhat challenging goal of herding a bunch of unruly sheep into the pen.