By Simon Carless

Tale Of Tales Brings Graveyard To iPhone

Belgian indie Tale of Tales has ported The Graveyard, its short PC "game" originally released in 2008 and nominated for IGF 2009's Innovation award, to iPhone. As with the Windows/Mac versions, the mobile port has two editions, a Lite version available for free and the $1.99 full version, in which its possible for the protagonist to die.

In The Graveyard, players controls an elderly woman during as she hobbles around a cemetery toward a bench for her to rest. Once sitting, she sits and listens to a song, then leaves. In the full version of the game, there's a chance she dies while sitting on the bench.

"The Graveyard offers a player the opportunity to imagine themselves in a certain situation," explains creators Auriea Harvey and Michael Samyn. "It's not a game in the sense that there is a way to win or lose or a puzzle to solve, or even a story to uncover. But the interaction does immerse you in a virtual world filled with narrative, an equally powerful feature of the medium of video games.

The developers note that because the iPhone hardware is less powerful than a PC, they made several changes to the game's graphics, removing post-processing, real-time overlays, animated trees, and birds. Samyn adds, "Still, if you ask us, The Graveyard is one of the best looking and sounding games on the iPhone."

By Simon Carless

Column: ‘Homer In Silicon’: On Aging

grvy3.jpg['Homer in Silicon' is a biweekly GameSetWatch-exclusive column by Emily Short. It looks at storytelling and narrative in games of all flavors, including the casual, indie, and obscurely hobbyist. This week she looks at Home and The Graveyard.]

I hate the word "pretentious" in art criticism.

I understand why people use it. Often we call something pretentious when we think the artist might be concealing a lack of meaning or vision behind obscurity, jargon, or a set of conventions currently hallowed by the art establishment. It's a way of saying "I don't get this, and I don't know that there's anything to get" that shifts the blame (if blame even applies in so subjective an area as one's response to artwork) onto the artist rather than ourselves.

Two things I don't like about this approach. First, it operates from an instinct of contempt. Labeling an artist pretentious assumes the worst about someone whose motives aren't knowable.

Second, it says nothing, nothing at all, about the work itself. It's all about the artist.

Recently I've played two games about old age and the approach of death that have been tarred as "pretentious", as well as boring and ungamelike: Home, by Stephen Lavelle, and Tale of Tales' The Graveyard, from last year. ("Pretentious" citations for The Graveyard: 1, 2, 3; for Home, with some discussion, 1.)

I consider these two works edge cases when it comes to criticizing games. Home is very brief and lacks just about everything that might make it appealing on aesthetic grounds. The graphics are the retro-pixellated stuff that has become obligatory for certain kinds of Art Game these days. The dialogue, such as it is, is not especially riveting.

Nonetheless Home does have gameplay, and the meaning of the work arises procedurally from the rules rather than from any exterior framework. It uses its interactivity to express the helplessness of an elderly man as he tries to feed himself, use the toilet, and sleep when he needs to. The player is allowed to try to satisfy these needs, but the timing is such that he will not be able to, and instead will lose control over each function in turn. It's an intentionally frustrating play that spirals into failure and predictable death, with the interactivity giving the player just enough space to struggle against that frustration.

On an adjacent edge is The Graveyard, which has virtually no gameplay. The interaction consists of steering an old lady who walks very slowly towards a bench. Then she sits down (not thanks to anything you do, mind), and a song plays. You can perhaps make her stand up and walk out again, or not. The only real exercise of choice you have is to end the game prematurely without seeing all of the content. Even that option may be taken away in the event that the old woman dies, which she may do at random if you have the game's full version rather than the demo.

To the extent that interaction matters in this work, it is to emphasize constraint: the degree to which the woman is limited in speed and agility, the degree to which the player cannot even control the full range of her limited abilities. But even this matters very little. Tale of Tales has done its best to discourage the player from even thinking the game might be more interactive than it is. Pressing ESC during play will bring up a complete walkthrough that describes everything that is possible to do in the game, lest the player be tempted to try to explore or leave the prescribed path in any way.

On the other hand, The Graveyard is the product of great craft and care in the environment. Though it is in black and white, there is a kind of lushness about the visuals, and the soundscape of animal sounds and fading urban noise is meticulously constructed and evocative. Tale of Tales excels at atmospheric work.

Both Home and The Graveyard are exploring what can be done to express emotions and states not commonly found in games. The positive reviews they've received by and large applaud them for this. I share this admiration. (I've now written up two other works by Tale of Tales, both of which I found to some degree frustrating, so it's perhaps curious that I was excited when I saw the promotion for The Graveyard that allowed me to download the full version for free. Clearly there's a disconnect here between my enjoyment of these works while playing and their long-term value for me. Perhaps I will feel the same about The Graveyard, though of the three it is plainly the slightest in both duration and significance.)

At the same time, I found both pieces unsatisfying, in related ways. I would like to explore why, though with the word "pretentious" off the table.

Home is very simple. It takes only a couple of minutes to play, but that is much longer than it takes to grasp the game's message: that dying is slow, horrible, and undignified, and that our attempts to mediate the process for the elderly may make things even more undignified by stripping them of any agency.

It is challenging to create art around a direct message of this kind and have the result seem like anything but propaganda. And Home is not even very strong propaganda. The most effective procedural propaganda works by presenting the player with what at least appears to be a valid simulation, and allowing the player to discover the rules embedded inside that simulation and to draw his own conclusions. Home, by contrast, tips its hand from the start. The situation is obviously rigged; it is plain that we will never be able to save the old man; there is no point in struggling very hard with the game nor in replaying to try to achieve a better outcome.

By using the extremely basic graphics, Lavelle is presenting Home to be read in context with other entries in the same aesthetically minimal genre of art game -- most notably, Passage and The Marriage. Works in this genre tend to offer some universalized observation about human existence. The format of Home thus offers us a clue about what kind of content we may expect from it, but in practice it lacks the slow reveal of those other works.

The Graveyard does not have a message in the same way. It is more about presenting observations (here is what an old woman looks like; here are what her thoughts might be, presented as song). Instead of being blunt, it is vague, allusive, and obscure. We may hunt for a significance, but we have no way of being sure we've found one. There is not a story as such.

Nonetheless, the presentation of the game -- the black and white images, the deliberately sluggish controls, the fact that a complete walkthrough is built into the instructions -- all indicate that we should expect to read this game differently than we read other games. But it does not (in my opinion) succeed in leading the player toward an alternate mode of engagement. But, to my mind, Tale of Tales is saying to the player, "here, you figure out how to play this work in such a way that you get something out of it!" -- and in doing so, is abrogating one of the designer's responsibilities, which is to offer the player a way in. The most interesting part of the work is the song, which becomes, in the absence of interaction, a quirky music video starring a computer-generated 3D grandma.

So both games involve formal choices that encourage the player to read and understand them in some alternative, not-mainstream-gaming way, but yield deficient or ambiguous rewards when they are so approached. (In my opinion.)

A second point: both rely too heavily on the conceit of interaction denied. There is a tendency in some art games to derive the artistic impact from refusing to let the player change things, from the conflict between what the player wants to achieve (and thinks he might be able to achieve) and what the designer has chosen to allow. At its simplest, the gimmick is to get the player to try to do something impossible, and then wait for him to give up.

But the more art games do this, the less effective the technique is -- especially in works that identify themselves formally with an art game movement. I might feel much differently about Home had it been the first game I ever met in which the rules were deliberately stacked against me. I might even feel differently if it had been dressed as a casual game, with perky cartoonish graphics and a reasonable degree of polish: that's a game genre in which I still expect to be able to win. But with its graphical style, it didn't stand a chance of misleading me. Art games have their own conventional styles, just as commercial games do, and it is possible to be lazy or careless in choosing to share those conventions. Home falls into this trap.

The Graveyard is less derivative, but still suffers from the non-surprise of its constraints and limitations.

This is what happens when a medium ages. What used to be surprising loses its power. (Compare: "Pulp Fiction" viewed in 1994 vs. "Pulp Fiction" viewed today.) We either have to find some new audience expectations to subvert, or use interactivity to an aesthetic effect that doesn't require the audience to be surprised.

(Disclosure: I played free copies of these works. Home is free, and The Graveyard I downloaded when it was offered without charge as a Halloween special. I have had no commercial dealings with the authors of either.)

[Emily Short is an interactive fiction author and part of the team behind Inform 7, a language for IF creation. She also maintains a blog on interactive fiction and related topics. She can be reached at emshort AT mindspring DOT com.]

By IndieGames.com - The Weblog

Interviews: Team Meat, Charlie’s Games and More

Let's take a look at the latest interviews with indie game developers on the web. Highlights include: a podcast chat with the developers of Super Meat Boy, interviews with the creators of Fatale and The Graveyard, plus Charlie Knight talks Space Phallus and Irukandji. (image source)

Level 42: The Talk Is Cheap
"This week, Michael, Erika and Nick are joined by Edmund McMillen and Tommy Refenes, the creators of Meat Boy and the soon to be released Super Meat Boy." Audio only.

Bitmob: Interview with Cave Developer Peter Lu
"Cave is a simple 2D game where you play as both a boy and a girl and explore a dark cave. Although the game is short, it packs in a lot of questions and is easily one of the most intriguing games I've played in quite a long time. I decided to ask some of those questions to Peter Lu, the developer of Cave."

DIYgamer: The Man Behind the Gnome... Emberwind Erik Möller Interview
"Erik Möller was nice enough to sit down and go over some of the questions that we had about Emberwind, like why the game's not available on Steam and whether or not we’ll ever see an XBLIG/WiiWare version."

EmpireStateGamer.com: ESG Interviews Charlie's Games
"ESG had the pleasure speaking to one of our favorite indie game developers Charlie Knight of Charlie’s Games. Throughout the interview we will learn about the history of Charlie's Games and see what lies ahead in the future." Continue reading

By Simon Carless

IGF, ACMI Partner For Independent Games Festival Showcase

IGF organizers have announced a third collaboration with the Australian Centre for the Moving Image (ACMI) in Melbourne to show a 'Best Of The Independent Games Festival' exhibition through February 2010.

The major Melbourne, Australia center for the public exhibition, display and preservation of Australian and international screen content, located in Federation Square, is beginning the exhibition starting Tuesday, 8th December 2009.

The exhibit features a selection of playable finalists from the most recent 2009 Independent Games Festival competition (created by Think Services, as is this website), and the games that can be played for free include:

Blueberry Garden (Erik Svedang)
Machinarium (Amanita Design)
Brainpipe (Digital Eel)
Musaic Box (KranX Productions)
Cortex Command (Data Realms)
Osmos (Hemisphere Games)
Pixeljunk Eden (Q-Games)
The Graveyard (Tale of Tales)
Night Sky [formerly Night Game] (Nicalis)
Eufloria (Alex May and Rudolf Kremers)

The exhibition is open from 10am to 6pm, admission is free, and the 'Best Of The Independent Games Festival' exhibit will run until the 14th of February 2010.

Interested parties can watch the exhibition trailer on ACMI's official site, as well as visit the 'Best of the Independent Games Festival 2009' information site at the institution's website.

By IndieGames.com - The Weblog

ACMI: Best of the Independent Games Festival Exhibition

There will be a 2009 IGF exhibition at the Australian Centre for the Moving Image (ACMI) in Melbourne starting this Tuesday, 8th December 2009, featuring a selection of finalists from the most recent Independent Games Festival competition. The games that can be played for free at the exhibition include:

Blueberry Garden (Erik Svedäng)
Machinarium (Amanita Design)
Brainpipe (Digital Eel)
Musaic Box (KranX Productions)
Cortex Command (Data Realms)
Osmos (Hemisphere Games)
Pixeljunk Eden (Q-Games)
The Graveyard (Tale of Tales)
Night Sky (Nicalis)
Eufloria (Alex May and Rudolf Kremers)

A fantastic line-up, with a playable build of Nicalis' Night Sky being a surprise inclusion somewhat (since the game hasn't been released yet). The exhibition is open from 10am to 6pm, admission is free, and will run until the 14th of February 2010. Watch the exhibition trailer here.

Best of the Independent Games Festival 2009 (ACMI) Continue reading

By IndieGames.com - The Weblog

The Graveyard for Free, Lugaru 75% Off


Full versions of The Graveyard (both Windows and Mac OS X builds) are available as free downloads for today only, so if you've played the demo earlier and liked it, then you might want to get a copy before the offer expires.

In other news, Wolfire is discounting Lugaru down to $4.95 on Direct2Drive and Mac Game Store (normally $19.95) until the 4th of November. The D2D version also comes with a HD texture pack that makes the game look slightly better on PCs with high resolution settings.

Related:
Are indie games too cheap? (Tale of Tales) Continue reading

By IndieGames.com - The Weblog

Indie Game Pick: Fatale (Tale of Tales)

fatale.jpg

Fatale was released a couple of weeks ago but I've only just got around to trying it out. For those clueless as to what Fatale is about, we're talking a first person representation of Oscar Wilde's theatrical "Salome".

Having not watched the theatrical in question, I assumed I would have no idea what was going on in Tale of Tales interpretation, and I was pretty much on the money. Yet while it's pretty clear that there is a lot more enjoyment to be had from this release if you understand the story and the scenes on show, it's still quite a beautiful piece of work.

The whole experience is split up into three parts. The intro section is set in a cistern, where you are imprisoned. The only light in the room comes from a grating on the ceiling, through which you hope to catch a glimpse of Salome dancing above. It doesn't end well.

Part two features the main bulk of Fatale. The beheading of John of Baptist has already occured and Salome is leaning over the balcony. As a floating entity, you glide around finding lights and extinguishing them until darkness engulfs. Once this is done, the moon sets in and the program ends. Upon booting it up again, the epilogue starts, in which Salome dances for you. Clicking and holding will allow zooming for a better view, but now and again your view will snap back as if you are being punished for staring too hard.

All in all it's classic Tale of Tales, yet while I didn't really get much of a kick out of The Graveyard or The Path, Fatale was definitely an interesting experience - perhaps because Tale of Tales state that this is not a game and so I went into it expecting to witness rather than play. I gave the general story a quick skim before indulging and it did make the experience that little easier to comprehend, although as I said at the beginning, not that much easier. If you're going to give it a go, I'd suggest you do the same. Continue reading

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