Some of the best games that I’ve played involve some kind of family or generational element to them, mostly because of the fact that I’m curious as to how subsequent generations inherit or are different or similar to those that came beforehand.
In many ways, and especially with dogs, pets experience the world through simpler, less complicated lenses. The developer’s dog, like many pets that owners treat as precious family members, is cared for and lives a life filled with sights, sounds, smells, and straightforward reactions to things such as bushes that seem scary or birds taking flight. As someone who’s a pet owner I’m all too intimately familiar with pets reacting in random and often hilarious ways to the outside world and its wonders, not to mention the amusement at seeing pets approach things with such life and excitement – even if they misbehave.
Author: Mattias Ditto Dittrich Launcher Quote: “No matter how much we try to control it, our mood will always swing back and forth. Every time the mood changes we learn something, and the line grows. Use the mouse to interact with what’s happening. The game ends when the line is long Continue Reading
Developer: Bertine van Hovell tot Westerflier Launcher Quote: “When you launch a new thing into the world, there is always that pinch of doubt and anxiety; will people even find your little creation? Did you even do it well enough for people to care? And sometimes it’ll take far longer for the Continue Reading
In its simplicity, Ludipe’s 5J conveys not just the process of grieving and remembering someone who we love that we lose, but also one of the most familiar presentation elements for games, that being the juxtaposition of two instances of what is essentially the same scene or setting in a game.
Developer: Egor Dorichev Launcher Quote: “There is only one way to get to the truth.” — I’m not one of those crotchety older gamers that yearns to have games be as they were back in the “good old days”, which is translation for “I’m a little chuffed that today’s gamers Continue Reading
Today’s game seemed to depict this heavy, weighty feeling, and the pixie/firefly/moth of light you controlled served as a means to try to help lift that depressive weight and move it towards something better. Not surprisingly, I found it extremely hard. Parts I pulled seemed to come briefly to life, only to sag under the burden of a dark miasma that settled down on the rest of the body.
I picked up day 2’s Meditation Game by Adriel Wallick, which was accompanied by a prolific thought about how during the holiday, Adriel struggled with trying to balance their time with friends/family and keeping up their own internal energy.
TEMPRES, the first entry in this project, was the game that apparently inspired Rami to create the Meditations Games project. Because this was my first foray into not only a game but the project, I wasn’t sure what to expect.
I’ve decided to blog post once per day for the entirety of 2019 on each game in the meditations.games project. I’m no stranger to blog-post-a-day challenges – I accomplished one in 2016 as a means to reboot my writing brain, after all – but in the spirit of the project, I’m adding a twist, one that just happens to help with how aggressive my schedule is. Each post will be bite-sized, taking no longer than 5 minutes to read, and unlike my habit of writing and re-writing drafts will be completely off-the-cuff and reflect my experience and thought of the game of the day.