
A little write-up of our game-in-progress appears in the May 2008 issue of Shojo Beat (sister publication of Shonen Jump) manga magazine. Fun magazine! Pleased they found us attractive enough to feature. If you like girls with BIG eyes, this month, in addition to keeping up with “Vampire Knight Blood Lust” you can keep up with us as well. (^__^)
We had been testing the new Endless Forest community website for a few months already. Lots of players had found their way to it. And it’s becoming a really fun place with great artworks and stories created by the community.
So we decided to just give up our perfectionism and open the site as it is, in its beta state.
Have a look:

Only players of The Endless Forest can log in and post. But most of the content can be viewed by anyone.

We’ve been wanting to talk about the Russian studio Ice-Pick Lodge for a while now. Their 2005 game Pathologic is truly fascinating, even if it is “broken”, as John Walker put it.
Thanks to Rock Paper Shotgun we can now enjoy the game by proxy, through a grandiose triptych of a review, divided in Body, Mind and Soul.
A good read, especially with the new game, Tension, on the way.
Ice-Pick Lodge is one of those very few studios that make games from a deep artistic motivation. They don’t mess around with clever control schemes or gathering points. They have a story to tell and they use the interactive medium to tell it. Even if that means sacrificing the overrated “fun factor”. If games are ever going to become a mature artistic medium, this is where it’s going to happen.
How I wish Pathologic wouldn’t crash on my PC…
We met with Jenova Chen and the team at Thatgamecompany for the first time at the Game Developers Conference in San Francisco last February. Their games Cloud and flOw had of course attracted our attention. And their new game under development, Flower, is looking very very interesting too. Unsurprisingly, we hit it off extremely well. But there was still much to talk about after the conference. An interview seemed like a good start to continue the conversation.
This was the fastest interview we’ve ever done. We hope you’ll find it as enjoyable as we did.
Photo by jenovachen
In discussions about emotions in games -and the desire to have more of them- we are quick to use the word art. But outside of games, art and emotion are not so clearly linked. In fact, a lot of -”high” or “fine”- art tends to provoke much weaker emotions in the audience than soap opera’s, Hollywood tear jerkers or romantic literature. The emotions provoked by the latter evaporate rather quickly, while the former can linger on for days, years. They can even change your life, as Rilke pointed out.
Since games are interactive, we are used to receiving immediate response to our input. When it comes to emotions, we probably expect the same immediacy. We want the game to grab us by the throat and force us to feel something. Will this exclude games from ever rising above the status of popular -”low” or “commercial”- art?
I guess the question is:
Does interactivity stand in the way of depth, of thoughtfulness?
Just some nice screenshots from the Easter ABIOGENESIS party.
We have just released The Graveyard, a very short game that we’ve been working on in secret. Its about an old lady who visits a graveyard. She walks on a path, she sits on a bench, she listens. That’s it. Except that in the full version (only $5!), she can die.
Here’s the press release.
And support your indie game developer! ;)
read a preview/review of The Graveyard on Rock, Paper, Shotgun!
Note: the Mac version is now a Universal Binary (meaning it will run on PPC processors in addition to Intel.)

All games are casual. Computer games are no exception. Games have been casual for centuries. There is no distinction, in terms of structure and mechanics, between a first person shooter and a game of pop the bubbles. Casual games are nothing new. And they are everywhere.
Contrary to popular opinion in the video games industry, everybody plays games! People play scrabble, they play chess, tic-tac-toe, cards, etcetera. People have always played games, casually. And now they play them on computers. The so-called rise of casual games does not exist. It’s simply people using computers (and other techno-gadgets) more.
Some computer games, however, offer more than casual entertainment. These games simulate believable environments and feature interesting characters, artificial intelligence, deep stories, sophisticated soundtracks. Games like this show us a glimpse of the future of the interactive medium.
But to this day, sadly, even most of these games still contain a mind-numbing layer of casual gameplay. Get the keycard, kill the boss monster, solve the puzzle, collect the gold, win some stupid game. Go to the next level, start again. Ad nauseam. Completely destroying the delicately woven layer of fiction and simulation that can be so rich and meaningful.
While we can play games with computers, we don’t need computers to play games. But to create an interactive illusion, an immersive and believable environment, a fiction that responds to your every move, requires a computer. This is where the heart and soul of computer entertainment lies. This is what we need to focus on.
The casual designers can continue to explore the myriad constellations of “interesting game mechanics” and “cool level design”. As they have been doing for centuries. We can even learn a thing or two from them. Accessibility for instance. While there may not be much difference in terms of structure and mechanics, the interfaces of explicitly casual games are often simply much better designed. Because casual games target everybody, their interfaces need to be intuitive and simple. There is no reason for interactive entertainment to be complicated.
Casual gameplay is universally appealing. Even on a computer. Everybody plays casually at some point. But these experiences are not meaningful. They are not important to most people. Casual game experiences are nowhere near as significant as experiences with film, literature or music.
If we want to realize the enormous potential of the interactive medium, we need to get rid of casual gameplay! Move on. And concentrate on the unique things we can do with this technology. Less casual, more ambitious, deeper, interesting, new.