By Derek Yu

IGF Award Winners

Andy Schatz

Former IGF Awards host Andy Schatz (pictured above) got to take the stage again tonight, only this time it was to accept both the Seumas McNally award and the Excellence in Design Award for his 4-player co-op stealth game Monaco. Other winning games included the long-lost Limbo, which won awards for Visual Art and Technical Excellence, Closure, which won Audio, and cactus’s Tuning, which won the Nuovo Award.

You can view the entire show here.

Seumas McNally Grand Prize:

  • Joe Danger
  • Monaco
  • Rocketbirds: Revolution!
  • Super Meat Boy!
  • Trauma

Excellence in Visual Art:

  • Limbo
  • Owlboy
  • Rocketbirds: Revolution!
  • Shank
  • Trauma

Excellence in Audio:

  • Closure
  • Rocketbirds: Revolution!
  • Shatter
  • Super Meat Boy!
  • Trauma

Excellence in Design:

  • AaaaaAAaaaAAAaaAAAAaAAAAA!!!—A Reckless Disregard For Gravity
  • Cogs
  • Miegakure
  • Monaco
  • Star Guard

cactus

Nuovo Award:

  • A Slow Year
  • Closure
  • Enviro-Bear 2000
  • Today I Die
  • Tuning

Technical Excellence:

  • Closure
  • Limbo
  • Heroes of Newerth
  • Joe Danger
  • Vessel

Student Showcase:

  • Boryokudan Rue
  • Continuity
  • Devils Tuning Fork
  • Dreamside Maroon Student Version
  • Igneous
  • Paper Cakes
  • Puddle
  • Puzzle Bloom
  • Spectre
  • Ulitsa Dimitrova

Cactus gave the best IGF acceptance speech I’ve ever heard! Continue reading

By ARelativelyHotGirl

IGS Photos

Coming in live…

By Derek Yu

AGS Awards 2009 – Winners

AGS Awards 2009

The winners of the AGS Awards 2009 have been announced. These are the best Adventure Game Studio games as voted on by the AGS community. The big winners are Zombiecow’s Time Gentlemen, Please! (Best Game, Best Gameplay, Best Dialogue Writing, Best Non-Player Character), Team Effigy’s The Marionette (Best Original Story, Best Background Art, Best Music, Best Tutorial or Documentation), and Ben304’s Shifters’s Box – Outside In (Best Puzzles, Best Short Game). There are a lot of other games and awards, so check out the award page for the full line-up.

Thanks, bicilotti, for the heads-up. Continue reading

By Derek Yu

Indie Fund

Indie Fund


A group of successful indie developers have started Indie Fund, a funding source for independent developers. The 7 backers of the fund (Ron Carmel, Kyle Gabler, Jonathan Blow, Kellee Santiago, Nathan Vella, Matthew Wegner, and Aaron Isaksen) are investing in indie games and supporting their development. The primary goal is to provide a way for indies to create and sell games without having to compromise their vision or legal rights to publishers. Of course, you’d also be getting the advice of some of the community’s most experienced and successful creators.

Currently, the Fund is investing in a few undisclosed indie titles, which happened “through word of mouth within the indie community”. Eventually, though, there will be a way for developers to submit their games. You can find out more about Indie Fund in this Gamasutra Q&A with Ron Carmel of 2D Boy. Continue reading

By Derek Yu

TIGSource Comicompo 2 Finished!

TIGSource Comicompo 2


I’m pleased to announced that we recently finished our second Comicompo on the forums! The Comicompo, started and organized by Mr. Kyle Pulver, is a collaborative project where each person does a comic page after reading only the previous page. The first one was pretty good, but this is all kinds of amazing, what with 45 people participating (25 more than the last)! Open it up and experience the “chay-oss” within. (The thread for Comicompo 2 is here.)

I’ve never been part of an online community with this kind of creative output. Great work, guys! Hopefully the next one will be even better. Continue reading

By Derek Yu

IGDA Elections – Candidate Scrutiny

IGDA

IGDA elections for the Board of Directors are going on right now. You have until February 28th (this Sunday) to vote for 5 new Board members. 5 members are also leaving, including Tom Buscaglia, who came under some fire during the Tim Langdell shenanigans.

For those of you who are unfamiliar with the International Game Developers Association, it’s a non-profit “professional society for video and computer game developers worldwide” (Wikipedia). It is made of a central organization and many local chapters. Members pay $48 a year for access to IGDA events, products, and services.

People seem to have very differing opinions on the local chapters, which is not surprising, since their quality depends so much on local leaders and members. On the other hand, I’d say people’s opinion of the central org is overall pretty negative. Last year the IGDA was criticized heavily for having Tim “EDGE” Langdell on its Board of Directors and moving very slowly to remove him (he eventually resigned before they could remove him). This was not very long after the IGDA fumbled the Mike Capps situation. Mike, the President of Epic Games, was an IGDA board member when he infamously explained how Epic management expected their employees to work 60+ hours a week on games.

Beyond that, there’s the question of how much the IGDA actually does for game developers, and why they can be so defensive and evasive when one of their own is criticized. With that in mind, this election is important for the IGDA. The idea that another Langdell or Capps is lurking amidst the 23 candidates is a scary thought for members.

Scott Macmillan, an indie developer and a member of the Boston IGDA, realized this and started a section on his website to scrutinize the candidates further. He asked them each a few more specific questions based on their candidate profiles. This is a nice place to start if you’re an IGDA member and are interested in voting.

I’m not an IGDA member, but after reading through Scott’s site, I’d like to share my favorites:

Darius Kazemi

Darius Kazemi – I’ve met Darius at PAX and he’s an active member of TIGForums. He also made a neat mod for Spelunky that updates Twitter. So yeah, I think he’s a cool guy! But another reason I favor him for the IGDA board is because he runs a successful local chapter (Boston) and wants to focus on improving local chapters as a Director. I think this is a great idea, because I get a real sense that the IGDA’s strengths lie with the local chapters and not the bureaucratic central organization. That Darius is an enthusiastic and level-headed indie is great, too. (Greg Costikyan supports Darius in his Mike Capps article, by the way.)

Jane Pinckard – I don’t know Jane personally, but I’m familiar with a lot of her work, which includes writing for GameGirlAdvance, 1up, and various magazines. Good stuff. She wants to make the IGDA a more flexible and diverse place, and that sounds great. It’s notable that she intends to spend 10-15 hours a week on the IGDA, whereas the average amount of time for most candidates is 15 hours a month.

In short, Darius and Jane are young, energetic, creative, and indie-friendly folks so that’s why I like them. I think the IGDA could use more of that.

I’m fairly ambivalent about the other candidates, although I would not hesitate to say DO NOT VOTE FOR DINO DINI! During the Langdell fiasco Dino proved to be extremely irritating and counter-productive on the IGDA forums. He also stood solidly with the status quo (Langdell, Buscaglia, et al) and defended the forum’s shitty censors right up until the point where they censored one of his posts! I wish the IGDA forums hadn’t been wiped out after the incident, because it was something to see. At some point I did say “Be thankful that [Dustin Clingman and Dino Dini] are moderators of a forum and not in charge of something more important”. Hopefully I can continue saying that in March. Continue reading

By Guest Reviewer

Space Invaders: Art in the Computer Game Environment

Night Journey

[This is a guest article by Thomas Maxwell-Smith. If you’d like to contribute a guest article to TIGSource, go here.]

Space Invaders: Art in the Computer Game Environment is a not-exactly-overdue attempt at moving on the debacle of a debate that is ‘are video games art’ – from whether the two should share a sentence to whether they should share a room.

Situated across the three New Media-focused gallery spaces of Liverpool’s Fact Cinema, the exhibition seeks to “[explore] the increasingly blurred boundaries between videogame spaces and real spaces”, and whilst utterly failing to make any sort of coherent comment on such a thing (what game doesn’t “explore space”), it’s still a pretty fun look at the benefit of experiencing games beyond the comfort of your living room.

Recessed into a slightly gloomy alcove, the exhibition starts with CuteXdoom II, by Anita Fontaine, the sort of deranged nightmare a techno-obsessed, 4-year-old Tim Burton might have imagined. Based on the Unreal Tournament III engine, it features enough malevolent looking teddy bears dripping in day-glo neon to overlook the fact, as a game, it solely amounts to fetching a few tokens and watching the screen collapse into an (admittedly rather cool) green, pixelated mess.

And everything started to fall

Exhibited as the winning entry in a competition to make a game based around the theme of ‘art’, And Everything Started To Fall, by Alexitron, is an enjoyable, if predictable, extension of the ‘Profound Indie Game’ template. It combines classic old school game mechanics with social and existential commentary – in this case, the journey through life. Urged by time (the rising screen) into an ever-upward ascent of near impossible 2D precision platforming, you start at birth, jumping though school, work and marriage until ultimately death. Different paths through the game represent different choices in life (e.g. skiving off smoking is an easier route than studying) and the character’s movements slow down in old age. While there are some neat ideas, its place in the exhibition merely highlights the generally naïve, gimmicky approach games take towards presenting meaningful messages.

Oddly, the exhibition doesn’t provide information on how any of the games should be played, and while most are simplistic enough to be relatively accessible for the general audience, Onteca’s Monsteca Corral is impenetrable. Even the pleasant lady paid to stand around being pleasant and helpful couldn’t help. According to Onteca’s website it’s an RTS being released on WiiWare later this year. Hopefully they’ll provide instructions.

The largest space of the exhibition is also the most traditionally ‘art’. COSplayers, by Cao Fei, is a video installation that attempts to illuminate the average life of a typical Chinese Cosplayer beyond their presumably hectic fan convention commitments. Cue shots of grown men with enormous green hair, in leather bondage, eating TV dinners with their Mums. Beyond that is a pixelated video of some people doing parkour (Ludic Society’s Real Play) which completely fails to mention Mirror’s Edge or Cananbalt, some photos of Chinese World of Warcraft sweatshops with some fun pop culture economics about their impact on the game (Chinese Gold by Umbermorgen), and an umbrella that makes terrifyingly loud noises whenever you swing it (Amagatana by Yuichiro Katsumoto), although why you would want to swing it is anyone’s guess.

FPS

The room also features mainstream games GTA IV and Fracture, presumably because they let you explore a ‘virtual space’, and Counterstrike, because whenever you’re killed or shot in the game an elaborate looking contraption of blood bags will start leaking down the wall (Riley Harmon’s What It Is Without the Hand That Wields It). Finally, there’s a rather adorable make-and-do section from Aram Bartholl called First Person Shooter, where you construct paper glasses with FPS style guns in the lenses, enabling anyone who wishes to psychotically walk down the street shooting people with their imagination. At last!


The final area features a more eclectic selection of games, the least traditional being LevelHead by Julian Oliver. Like Sony’s interactive card game for PlaystationEye, a camera picks up the movements of a cube you control, with each face appearing on the screen as a level. As you tilt the cube the character inside the cube moves accordingly. It’s a pretty basic puzzle game and the technology is about as advanced as the power light on Project Natal, but it’s also one of the most intriguing and accessible games on display.

Perhaps the best game of the exhibition, Night Journey, by Bill Viola (a non-game artist) and the USC EA (!?) Game Innovation Lab, is a supremely creepy affair dripping with unresolved suspense. Wholly immersed thanks to a projection screen the size of a house, you control some… ‘thing’ crawling painfully slow along the floor, the grainy black and white visuals tearing and bleeding into one another as you explore the barren landscape to no apparent end. There’s even a ‘reflect’ button that triggers ominous noises as you pause to look at things sinisterly! God knows what it’s about, but this needs to be an actual game.


The final highlight, from the generally rather awesome Mark Essen (Messhof), is also the sole game to have been specifically commissioned for the event. Far more subdued than his usual games, Malfunction tasks the player with guiding a astronaut through the gravity-free bowels of a spaceship. The twist is that the playthroughs of past attendees aid you throughout your experience and you work with people you’ve never met to try and beat the game. It’s a fascinating example of how games can be stretched and fitted for a gallery situation. Aside from the aimlessly spinning bodies of the former players, it doesn’t appear to be more than a stylish bit of ambient gaming with a few switch-pushing puzzles thrown in.

Elsewhere, ubiquitous thatgamecompany art game staple Flower is bestowed a peacefully secluded projector for a contemplative experience. Colossal Cave Adventure by William Crowther & Don Woods is a classic text adventure which would probably be totally amazing if only the dialogue options didn’t feel as futile as asking hole in the wall about its holidays. Lastly, a video demonstration of the confusing, and sadly unplayable, Video Terraform Dance Party, by Jeremy Bailey: it shows a city-building game that for some reason ends with the burgeoning metropolis going bankrupt, fruitlessly declaring war on its neighbours and celebrating its demise from an imminent atomic bomb by turning purple and dancing to ‘There’s No Limit’. Will Wright take note.

The fact that the most successful games of ‘Space Invaders…’ come from a traditional, non-game, artist (Night Journey), have been created especially for exhibition (Malfunction), and don’t feature a 3rd-party Xbox 360 controller (LevelHead) is telling for this and similar events in the future. Rather than placing ordinary or commercial games on a pedestal, developers should be being challenged to utilize the environments and opportunities afforded by galleries. By engaging, exciting, and surprising the audience, games can deliver something unique to a gallery, opening them up to a whole new audience and invigorating an established one. But for exhibitions like this to truly succeed they shouldn’t be trying to justify today’s games as art, they should be trying to inspire tomorrow’s art to be games. Then maybe, that debacle of a debate might really start to be worth having.

Space Invaders: Art in the Computer Game Environment runs at Fact Liverpool until tomorrow. Continue reading

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