I’m having one hell of a back problem. The last two nights, getting out of bed took me fifteen minutes. I can’t look up and have to keep my head at a weird angle all the time. I can’t bend down, either. The pain and the difficulty of moving are turning every single action into [...]
Forgotten memories
In order to prepare for writing the children’s book I’m currenly working on, I asked my parents to give me a bunch of the books I read as a child. Seeing them again was a strange experience, because I don’t really remember them – and yet I do. Clearly some sort of information about them [...]
http://www.jonas-kyratzes.net/2011/09/07/forgotten-memories/
Competition versus Exhibition
I’ve been thinking about this, so I wanted to say one more thing: I don’t think the comments of the IndieCade reviewers were terribly evil or unfair. I do think that their comments reveal a mindset, very common in the world of games, that is worth criticizing and analyzing – but I wouldn’t say they [...]
http://www.jonas-kyratzes.net/2011/09/07/competition-versus-exhibition/
Active Evil Is Better Than Passive Good
Today’s interesting thought, courtesy of Vincent van Gogh: I tell you, if one wants to be active, one must not be afraid of going wrong, one must not be afraid of making mistakes now and then. Many people think that they will become good just by doing no harm — but that’s a lie, and [...]
http://www.jonas-kyratzes.net/2011/09/03/active-evil-is-better-than-passive-good/
My games this, my games that…
Why do I suddenly have so many things to write about just now that I don’t have proper internet access? Anyway, something that I realized in the context of the last few posts is that I may end up sounding more defensive than intended because I keep talking about my own games. While not the [...]
http://www.jonas-kyratzes.net/2011/09/02/my-games-this-my-games-that/
Design this game, not all of them.
Something that the last few posts have reminded me of is that what I see as one of the biggest problems in current game design thought is the tendency towards absolute theories. Good games are like this. All games function like that. But theories are abstract, and games are specific. Perhaps that’s what I’m trying [...]
http://www.jonas-kyratzes.net/2011/09/02/design-this-game-not-all-of-them/
Stand up and talk
Sometimes I’m bitter, but usually not. I wasn’t bitter when I wrote the previous post. Not at all. Amused perhaps, but not bitter. If you think it’s an angry developer ranting, you’re wrong. It’s a relaxed developer who is finally in a place where it’s not raining, making some observations. And I will keeping making [...]
http://www.jonas-kyratzes.net/2011/09/01/stand-up-and-talk/
In Greece. Brief thoughts about aesthetics and innovation.
We’re in Greece. Today is the first cloudy day in months. I’d be depressed about this if I hadn’t predicted it, which somehow makes it hilarious. Don’t worry, I’m sure it will clear up tomorrow. My submission of The Infinite Ocean to IndieCade has been rejected. I’m not surprised or sad, though I do regret [...]
http://www.jonas-kyratzes.net/2011/08/31/in-greece-brief-thoughts-about-aesthetics-and-innovation/
Narrative as Gameplay
I’d like to set down some thoughts about narrative and gameplay, two concepts that to many people seem diametrically opposed. If you’ve read reviews of my games, you’ll probably have noticed that a common complaint (except when it comes to Phenomenon 32) is a lack of gameplay, even when the narrative parts are praised. My [...]
http://www.jonas-kyratzes.net/2011/08/30/narrative-as-gameplay/
Matt Chat 113: Alphaland and Phenomenon 32 with Jonas Kyratzes
The third and final part of the Matt Chat interview with me. Many thanks to Matt for giving me this opportunity to speak about my work, and even more thanks for managing not to make me look like the complete doofus that I am. In repayment I hope to someday make the kind of RPG [...]
http://www.jonas-kyratzes.net/2011/08/28/matt-chat-113-alphaland-and-phenomenon-32-with-jonas-kyratzes/





