By Simon Carless

A Slow Trailer Through The Seasons For IGF Finalist

Even if it weren't a finalist for the IGF's Nuovo Award this year, there are plenty of other reasons to feature this new trailer for Ian Bogost's A Slow Year here, chief of those arguments being its lead platform, the Atari 2600.

In a recent interview with UK-based PC game site Rock Paper Shotgun, Bogost described A Slow Year's premise of game poems for the different seasons, which draws on Imagism and the Atari 2600's limitations for inspiration:

"A Slow Year is a set of four small games about attention and the experience of observing things. I wanted to explore the kind of condensation and compression one usually finds in poetry, particularly in Imagism, but also in those poets’ inspirations in east Asian literary traditions, including the haiku. I’ve been calling them “game poems,” and the four of them together form a little collection, like a chapbook.

... each of the four games is limited to 1k in size (4k is a standard Atari ROM size), and each represents a season of the year. As games, they each offer a challenge about a familiar, banal idea: watching leaves fall or prolonging a morning cup of coffee, for example. They’re all played in the first person, but in unfamiliar ways.

One requires first-person coffee drinking. Another involves closing one’s virtual eyes in the game. As poetry, they evoke rather than clarify. As images, they are visually evocative in spite of the apparent primitiveness of the Atari as a platform. I hope the game makes the Atari seem beautiful."

Bogost will release A Slow Year as a "limited edition cartridge and poetry set" for the Atari 2600 later this year, and also plans to put out PC and Mac versions via a custom Atari emulator.

By Simon Carless

GameSetNetwork: Best Of The Week, Oct. 18th

The end of another seven days, so it's time to go through the top full-length features of the past week on big sister site Gamasutra, plus some GameCareerGuide features du jour.

These would include some genuinely interesting interviews with Randy Pitchford (about Gearbox and Borderlands) and Rex Ishibashi (about his work heading up EA Japan), as well as pieces on Osiris and game design, the necessity to iterate in game creation, making games for Android, and several other neat GCG pieces.

Here we go:

EA Takes Japan: An Interview With Rex Ishibashi
"Publishing giant Electronic Arts is getting more aggressive in Japan once more, thanks to Eastern-targeted games such as Tsumuji, and Gamasutra speaks in-depth to EA Japan veteran and head Rex Ishibashi on the market and the company's plans there."

Making Better Games Through Iteration
"Though it may seem self-evident, rapid iteration is a great tool for creation small games, and Mobile Pie's Will Luton discusses how his team made iPhone title B-Boy Brawl iteratively, after initial failure through too much rigidity."

Sponsored Feature: Fluid Simulation for Video Games (Part 1)
"This sponsored feature, part of Intel's Visual Computing site and written by Dr. Michael J. Gourlay of the University of Central Florida Interactive Entertainment Academy, begins a multi-part series that explains fluid dynamics and its simulation techniques."

The Birth of Collecting: The Osiris Archetype In Games
"Jason Johnson looks to the mythological Egyptian god Osiris to draw an inconspicuous parallel between the story of the supernatural being and the practice of collecting objects in video games."

Developing Games for Android
"Amid the iPhone game development gold rush, developer Derek James checks out the hooky, Java-based Android OS from Google, discussing advantages and disadvantages."

The Illusions We Make: Gearbox's Randy Pitchford
"Gearbox boss Randy Pitchford knows what he likes and what he does not. Here, the outspoken designer describes the studio's latest game, Borderlands, as the game he's 'been wanting to make for 10 years.'"

GCG: Educational Fantasy
"Lindsay Grace discusses the challenges facing educational game design, and how the practical matters of education intersect the enveloping fantasy we expect from games."

GCG: Postmortem - Lies and Seductions
"In this postmortem, Petri Lankoski discusses the making of Lies and Seductions, an adventure game inspired by the novel Dangerous Liaisons."

By Simon Carless

GameSetLinks: A Compromise For The Glum

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

So nearly almost the weekend, and this set of GameSetLinks starts out with an interview with intriguing Austin-based game designer Justin Leingang, who does some neat stuff both in the amateur and professional arena.

Also in here - some good productivity tips about working smarter, not harder when doing stuff like making games, plus discussing Grasshopper's Contact, the anatomy of a gamer, and several other things besides.

Keep going:

Indie | A Star and a Salesman | Resolution Magazine | Diverse Commentary on Videogames
Really nice interview with Cosmind's Justin Leingang.

Going the Wrong Way « Malstrom’s Articles News
'My question to you is this: ‘On what grounds can you complain about the lack of “good writing” in games when sales of books has nothing to do with writing quality?”'

Mike Darga's Game Design Blog: Stop Trying to be Productive
'Something that really helped me was to find a good compromise: I started working 10 hour days, but made sure that all my time after 8 hours was spent on something that would help my efficiency.'

Mochi and those damned vanilla skies - Tiny Cartridge
'In this guest article on Grasshopper’s Contact, Jacob Hartman discusses the lunacy of game director Akura Ueda, the lovable puppy Mochi, and the unappreciated value in the offbeat RPG’s margins.'

Tales of the Rampant Coyote: Payin' the Indies
'Reverend Anthony offers his Rev Rant about donating to indies for small games.'

Anatomy Of A Gamer | NowGamer
'We examine ten major gaming types, discovering what they say about you and the games you play…'

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