Submitted for part of the BIG CHAOS TWINE GAME JAM, I’ve made a somewhat honest and ambitious Twine work.
Suggested music would be this. By no means required, though.
Have fun, adventurer.
Last month I was introduced to Middens, a game that I have found to be particularly precise in what it wants to be. An RPGMaker game with typical top-down roleplaying game mechanics, Middens uses the ‘game’ as a platform to reveal itself to be something less easily defined. The player explores numerous locations as a faceless nomad, and the majority of interactions with the environment are boiled down to “talk” or “shoot”.
The developers of one of the iPhone’s biggest non-bird-themed games has done an astounding zig-zag with my expectations and hired a legitimate author to put out a novella based on their intellectual property in the form of an ebook called “Infinity Blade: Awakening“. While plenty of games have book tie-ins, there’s a lot of of hurdles to be cleared when trying to conflate some of Infinity Blade’s specific game mechanics and lack of a protagonist with a coherent storyline.
DF Talk 17 is out. It discusses playstyles central to Dwarf Fortress, based on the definitions defined in the previous article. After contemplating further, after reading the thread’s responses, both before and after the Talk was posted, here’s my follow up thoughts on the issue.
This is reposted from a thread I created on the Dwarf Fortress forums to percolate some discussion about what people get out of the game. It was equal parts devised to get some talk going amongst players about what they want to see more of from the development, what keeps ’em around and such, as well as to use that information for DF Talk fuel. Once the DF Talk episode about playstyles drops, and some discussion filters out from that, I’ll be posting a follow-up in the thread to crystallize the completely non-scientific findings.