Back in the day, I played a MUD called Gemstone III. I enjoyed it for a ton of reasons, but most of all for the fact that there was realism to injuries and needing healing. If you got cut or hurt, there were clumsy ways to do up bandages or move but otherwise you had a ton of problems and bleeding to death was common.
Today’s entry from Anton is a little closer to me because it hits up a practice that I’ve been doing on and off since about 2004 or so in blogging/journaling. I started out on LiveJournal, the choice of platform for that George R. R. Martin guy, and which was back in the day the premier place for putting things down if you didn’t have a website of your own to set up a blogging platform. My reasons for blogging haven’t really changed from back then – for me it’s a way of reflecting and thinking, of keeping my writing skill sharp, and, to a certain extent, as a cathartic exercise, a way of moving out what I have rolling around in my head and onto a page so it isn’t getting in the way or bothering me.
Developer: Felipe Nunes Launcher Quote: “Enjoy!” The presentation of pixel type gaming brings me back to early days of my own enjoyment of games in general, when the most complex games were on multiple disks and you had to install them one after the other and
It’s fairly topical right now to have a game like Richard’s that talks about cleaning, especially with all the Marie Kondo talk going around about turning to the minimalist KonMari method to make sure that you’re not overwhelmed with your own clutter and the things you inevitably acquire and keep during your lifetime. I also get and understand the anxiety that you can feel over trying to deal with a mess that’s intimidating and that you might not have the mental space to deal with the encroaching invasion that junk can have on your physical space, too.
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
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.
Something that I feel is underestimated sometimes these days in a world of games known for their visuals are the audio cues that make a game. We get caught up in being amazed by the graphics or the story, or the scenery that we sometimes look at audio and treat it as an afterthought.