12.28.2008

MOTY 08

Lots of people do end-of-year lists. In considering throwing my hat into the ring, I started putting together a list of my favorite games of 2008... and then realized that gaming for me this year wasn't defined by individual titles, but by memorable moments from lots of different games (and that some games which were very memorable for me would've been sadly disqualified from my 'favorite games of the year' list.) So, what follows is my gaming "Moments of the Year 2008." Note that this includes any games I've played for the first time this year, so 2005's Haunting Ground makes the cut (it was new to me!) while my ~12th playthrough of Full Throttle does not.

Note that these items may contain spoilers for the games involved. The list, in completely subjective order:



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12.24.2008

Casting 3

In an attempt to provide coverage over the Christmas break, I recently recorded two podcasts in a row with the Idle Thumbs crew: one is available now, the other should run next week. This week's is a weird one, where we spend most of our time talking about old simulation games and other seemingly (but not!) boring stuff. Also covered: the origins of indie shooter Retro/grade, a city-building MMO, and Emily Dickinson tech demos.


References:
Minotaur China Shop
QWOP
Gamasutra Last Express retrospective
Penumbra
Peter Molyneux's "Emily Dickinson" presentation
SimCity 4: Rush Hour
CitiesXL
Bus Driver
Eric Kaltman's blog
Retro/Grade

12.21.2008

Holiday confab

I appear on the 2008 holiday edition of Michael Abbott's Brainy Gamer Podcast, specifically in "Volume 3" of the series. Abbott asked more than a dozen guests for their favorite games of the year, then brought small groups together to discuss their picks on the air. I was joined by Wes Erdelack of Versus Clu Clu Land and Tom Kim of Gamasutra Radio. It was an interesting chat; I look forward to listening to the rest of the sessions, and hope you will too.

12.14.2008

The Cabrinety Collection blog

Somehow or another I came across this blog today: Eric Kaltman's work cataloging the contents of the Stephen M. Cabrinety Collection at Stanford. There are a number of incredibly enlightening posts already, focusing primarily on obscure, forgotten, or otherwise intriguing computer games from the 80's.

According to the site, Cabrinety was a graduate of Standford; a software engineer, entrepreneur, and computer game hardware and software archivist from his teens onward. He died at the early age of 29 (only a few years older than I am now,) leaving his extensive collection to the Stanford University Library.

Kaltman posts more-or-less monthly examining different slices of the collection, such as 80's financial market software, avenues of realistic simulation left by the wayside, the style versus substance of early Psygnosis titles, and more on Nintendo, Sid Meier, and Sierra.

It's enough to make one feel nostalgic for the early, dry, nerdy, wild west days of game development, regardless of how clearly one might remember them.

12.06.2008

Yearbook


Leigh Alexander, video game journalist person and writer of the SexyVideogameland blog, started a side project a little while ago: it's a sort of yearbook of video game developers of all stripes who volunteer to participate, under the (possibly slightly unfortunate) banner of SexyVideogamedeveloperland. I opted in, as have a number of developers from prominent studios like Bethesda, Ubisoft Montreal and Sony, as well as some indie projects, representing programming, design, QA, art, and everything in between.

It's an interesting project, specifically because its main goal is to humanize game developers, who are often obscured behind the monolithic banners of their publishers or development houses. The most useful aspect of this venture as I see it would be the project's potential to inspire. I know that one major step in my own process of realizing I wanted to make games professionally was reading about the few individual figures the games industry made available to fans at that time: Will Wright, Peter Molyneux, Tim Schafer, Warren Spector and others. Seeing that games were made by people, and reading the stories about how they'd gotten to where they were, that they tended to be conversant on games the same way I was, and that this was something that anyone could do if they were willing to put forth the effort, was the inspiration I needed to decide I was going to devote myself to the pursuit of making games.

So, I added a little "how I got into game design" blurb on my post. If some young person reads through the SVGDL entries and it brings them one step closer to joining the game development ranks, I think there will have been a positive effect. The main thing the project needs is more developers getting involved, and more people getting the word out. If you have a minute and the means, jump in!