...and in the game? (Honestly, he said it! It's at the bottom!)
Jason Rohrer was the final developer I interviewed for my New Statesman article. His forthcoming game, The Castle Doctrine, has become embroiled in the political storm over gun rights and self-defence. What fascinated me about it was that it simulated a little world with the specific intention of bringing about numerous armed robberies. After the Trayvon Martin, the Colorado theatre shooting, CeCe McDonald and Sandy Hook, it doesn't get much more political than that.
Jason Rohrer has a long indie pedigree. Five minute mortality simulator Passage did little for me but was played by many; Sleep Is Death allowed players to create stories for each other, while Chain World turns Minecraft into religious mythology. He's 35 years old and has been playing videogames almost his entire life. He became a programmer and studied Computer Science; these days he's able to make a full-time living from his games, and lives with his wife and three kids in Davis, California.
And Cain talked with Abel his brother, saying, let us play a round of Halo: and it came to pass, when Abel was getting a beer, that Cain reversed Abel's controls, and when he returned did slay him.
Showing posts with label extended interviews. Show all posts
Showing posts with label extended interviews. Show all posts
Tuesday, 5 March 2013
Saturday, 2 March 2013
Pulling off the psychic kiss: A conversation with Richard Hofmeier
Posted by
John Brindle
For my New Statesman article on political games, and following on from my interview with Merritt Kopas, I spoke to Richard Hofmeier about Cart Life, a "retail simulation for Windows." I had heard a lot about Cart Life and it had been gazing accusingly at me from the top of my 'must play' file for months, so I plunged in as quick as I could.
As it turned out, Hofmeier (@RichardHofmeier on Twitter) was a regular reader, and as interested in hearing my thoughts about the game as I was in hearing his. As such, this interview takes a slightly different form: it's more of a conversation. I abandon the normal journalistic practice of not blabbering on about your own half-formed ideas, and proceed to blabber on about my half-formed ideas. This is the full text of our conversation.
As it turned out, Hofmeier (@RichardHofmeier on Twitter) was a regular reader, and as interested in hearing my thoughts about the game as I was in hearing his. As such, this interview takes a slightly different form: it's more of a conversation. I abandon the normal journalistic practice of not blabbering on about your own half-formed ideas, and proceed to blabber on about my half-formed ideas. This is the full text of our conversation.
Friday, 1 March 2013
"It's a powerful thing to have people tell me how important this game is to them": Interview with Merritt Kopas
Posted by
John Brindle
It's been too long since I wrote here, and I wanted my first post of 2013 to go off with a polemical bang. But now that we've given the holodeck a bruising, I'd like to post up some of the full interviews from my second piece for the New Statesman: political games.
For that article I wanted to really go beyond platitutes about games wot have politics in them and ask what it means to try and simulate a political situation - to impart an intellectual or emotional message about a system by building and pointedly contextualising a model of that system. One game that did this to interesting effect was Lim, by Merrit Kopas (@m_kopas on Twitter).
For that article I wanted to really go beyond platitutes about games wot have politics in them and ask what it means to try and simulate a political situation - to impart an intellectual or emotional message about a system by building and pointedly contextualising a model of that system. One game that did this to interesting effect was Lim, by Merrit Kopas (@m_kopas on Twitter).
Saturday, 15 December 2012
When text games go to war: full interviews
Posted by
John Brindle
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| pic: mark muehlhaeusler |
Last week, I got an article up in the New Statesman about text games which challenge mainstream representations of war. This week, I've been posting my full interviews with all the people I talked to - and here's a nice single post which links to them all.
The discussion mostly concerns the capabilities of text versus 3D graphics, representations of war, and indie production values, but also includes some specific stuff about the individual games. Enjoy(?)!(!?!)
"I don't think the AAA FPS can't be introspective. They don't think it's worth their time": Interview with Robert Yang
Posted by
John Brindle
| pic: radiator |
This is one of a series of interviews I conducted for my article about what text can say about war that AAA games can't. You can read the other interviews by clicking here.
I contacted Robert Yang because I'm a big fan of his blog and in particular his writing about simulation gaps and manshooters (i.e. the difference between a simulation and its subject, and what is implied by where that gap falls). While researching this topic, I found an intriguing blog post about Unmanned which pretty much encapsulated my thesis, and also his blog is almost the same colour as mine, which I applaud.
Thursday, 13 December 2012
War-based IF games as recommended by Emily Short
Posted by
John Brindle
This is one of a series of interviews I conducted for my article about what text can say about war that AAA games can't. You can read the other interviews by clicking here.
Actually, it isn't so much an interview as a series of recommendations. I contacted Emily Short for this article because I don't know much about interactive fiction, and she, being about the most prominent name in contemporary IF, assuredly does. After booting up the text parser and explaining my idea, Emily gave me a long list of violent or war-related games, mercifully refraining from rising to a terrible joke about getting myself Informed.
Actually, it isn't so much an interview as a series of recommendations. I contacted Emily Short for this article because I don't know much about interactive fiction, and she, being about the most prominent name in contemporary IF, assuredly does. After booting up the text parser and explaining my idea, Emily gave me a long list of violent or war-related games, mercifully refraining from rising to a terrible joke about getting myself Informed.
Tuesday, 11 December 2012
"Our range of actions, their borders and how we move beyond them, is defined by other people": Interview with Aaron Reed
Posted by
John Brindle
This is one of a series of interviews I conducted for my article about what text can say about war that AAA games can't. You can read the other interviews by clicking here.
I contacted Alan A. Reed for this article because of his game Maybe Make Some Change. Reed is a PhD student in computer science who's researching the intersection between literature and computational media, which was very relevant to my argument. Maybe, with its text interface overlaying murky FPS footage and its ranks of unreliable narrators, perhaps best exemplified my headline.
I contacted Alan A. Reed for this article because of his game Maybe Make Some Change. Reed is a PhD student in computer science who's researching the intersection between literature and computational media, which was very relevant to my argument. Maybe, with its text interface overlaying murky FPS footage and its ranks of unreliable narrators, perhaps best exemplified my headline.
Sunday, 9 December 2012
"There is a symbiotic relationship between technologies of simulation and the military": Interview with Paolo Pedercini
Posted by
John Brindle
| pic: molleindustria |
This is one of a series of interviews I conducted for my article about what text can say about war that AAA games can't. You can read the other interviews by clicking here.
I contacted Paolo Pedercini about all this because he made Unmanned, which is featured in the article. Unmanned concerns an individual cog in the military machine but uses text to simulate his experience of war in quite a different way to most games. Also, he comprises the staff of La Molleindustria, which makes radical games in at least two senses of the word 'radical'.
After seizing control of a local radio tower, I asked him the following questions.
Saturday, 8 December 2012
"We need empathy simulators, not another game about being a white savior": Interview with Porpentine
Posted by
John Brindle
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| pic: porp |
Yesterday, I got an article up in the New Statesman about text games which challenge mainstream representations of war. I talked to a bunch of IF authors and game developers to write it, but only a small amount of what they said made the wordcount.
So this week I'll be posting my full interviews with all the cool people who gave me quotes. To make things simple, I am going to post them up in alphabetical order of surname - a system which our first guest, Porpentine, has already glitched by having none.
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