It’ll start with a spark, and a great fire will grow…

We know through painful experience that freedom is never voluntarily given by the oppressor; it must be demanded by the oppressed.
– Martin Luther King, Jr.

It is a time for martyrs now, and if I am to be one, it will be for the cause of brotherhood. That’s the only thing that can save this country.
– Malcolm X

If you take a step towards freedom, it’ll take two steps towards you.
– The Nightwatchman

Review! Art! Colours! RIOTS!

The Independent Gaming Source has written a review of Desert Bridge.

The Strange and Somewhat Sinister Tale of the House at Desert Bridge (a name so long it breaks TIGdb) is one bloody funny adventure game. Even as a Yank, I feel I can inoffensively use the word “bloody” in this situation, because Desert Bridge employs a kind of droll, British humor that is genuinely infectious. Seriously, the amount of wordplay, puns, and nonsense in the game is staggering – it really takes absurdism to a whole new level, even for a genre that is kind of heavy on it.

All I can say is… wheee! After a long and very stressful week, and a Saturday spent trying to conjure up the energy to do something, anything – this has really made my day. Thank you TIGSource, thank you Derek Yu and thank you Gregory!

And now for something no sane person should ever do: I will comment on a comment. Yes, I know it is futile. I know this is how flamewars start (not that the person this is about is likely to read my blog, but you never know). And I know it is utterly pointless to take random online meanness seriously. The thing is, I don’t. Once you’ve had someone complain that they couldn’t figure out how to shoot in The Museum of Broken Memories, levity ensues. The reason I am going to comment is because this matter interests me in terms of game design.

The first comment on the review reads:

Shitty crayon drawings by an eight year old for game graphics; another indie gaming masterpiece.

I was not surprised by this. Not just because trolls and braindead people will always be around, but because we had anticipated this type of response from the moment we began designing the game. (The next comment, by the way, made me giggle. It still does, actually. Not so much because it defends my game, but because of the sheer beauty of a successful sarcastic put-down.)

As some of you may know, the artist credited on the game is Verena Huber. Verena is not only not eight years old, she is also someone who can draw professionally. She studies the badly named discipline of “Interior Architecture” (not interior design, though a lot of people often think so; not even necessarily related to interiors; essentially just architecture for smaller buildings) where things such as drawing (and photography, design, and a host of other skills) are part of your professional skills. And she’s good at it. She can draw things that take my breath away. And she can paint the most amazing things, too.

Why then do the graphics look like that? Because that’s what I asked for. I wanted the cartoon-like simplicity. I wanted the thick outlines and strong colours. Because that is what is appropriate for this game. If you were to replace the graphics with more “realistic” (a poor, much-abused word) ones, the game would lose half its charm. Half or more of its insane humour would stop working. Hell, an entire room in the game (trying to avoid spoilers here) would stop working. It wouldn’t feel like the lands of dream anymore, and the game would be pointless.

A lot of people seem to have completely lost the ability to think about graphics logically. We judge graphics by things like resolution and animation and physics and whether or not they’re 3D. You may judge an engine by those aspects, but graphics? It’s as ridiculous as blaming The Beauty and the Beast for not being live action, or the Mona Lisa for not being a photograph. Graphics should be judged by whether they are appropriate and whether they work. We may have different tastes and opinions there, and that’s perfectly fine – but hating a game for its type of graphics rather than their quality is just plain dumb. Especially if you haven’t even played the damn thing, and only looked at a screenshot on a website.

Me, I have a thick skin. It doesn’t bother me – especially here, where I’ve been expecting it. I was more frustrated by a couple of reviews of The Museum of Broken Memories, which casually dismissed the graphics as not good because they weren’t animated or 3D. The graphics were a lot of work on that one, and they do a lot of things that aren’t very common. I have no problem with people hating them, or saying the approach didn’t work for them, but I was bothered by people not looking beyond basic categorization. But then a number of people pointed out that they did get it and did like it (especially the collages, which were so important to me), so I was relieved.

I point this out not to try to earn sympathy points, but to show a real problem about how we think about game graphics. A lot of games that I thought looked fantastic were totally trashed in the press. And while I have thick skin, not everyone else does. I remember Verena being rather insecure about how people would react to Desert Bridge. So this makes me wonder: how many indie artists have thrown away their work because of trollish or barely thought-through criticism? Sure, any real artist will always start working again (I know Verena certainly would) but we are only human, and this type of doubt can eat away at you. Unless you are a megalomaniac like me, that is. Yes. Megalomania helps.

Maybe I should repost that old essay about the evolution of computer game graphics. Not that it will make a difference, but hey – some people might enjoy it.

Anyway, back to Gregory Weir. He’s just released a flash game called I Fell in Love With the Majesty of Colors and it is very, very fascinating. I haven’t found all the endings yet, but this game is exactly the kind I was imagining when I talked about making “short games” (as in short stories) years ago. Only that, as insane as I may be, I couldn’t have come up with a touching game about a Lovecraftian creature reaching up for balloons from the depths of the sea… definitely recommended. And when you’re done you can listen to some Lovecraftian Christmas music.

In Greece, the riots continue, as they should. As for the violence – more and more solid evidence has surfaced that a lot of it is caused not by evil terrorists, but by police provocateurs. Yep: the really dangerous people in the demonstrations, the guys with the hoods… are policemen. This government needs to fall. Badly.

I’m trying to figure out what I can do to help support this struggle. If I was there, I would be in the streets, but a protestor more or less wouldn’t really make much of a difference. Maybe there’s a way of drumming up some support and spreading information around here. If I wasn’t so uncomfortable with German (yes, it’s a native tongue, but I can’t express myself as well in it as in English; it’s just cumbersome), I’d organize some kind of public meeting. Maybe I will anyway. Something more tangible would also be good, but I don’t know what.


Interactive Fiction and the Great Machine

And here’s a Spanish-language review of The Great Machine. As you may or may not know, I cannot speak Spanish. Speaking Greek and German and English (and some French), however, I can kind of decypher some. I did end up having to use Babelfish a lot, with hilarious results, but I kind of got the gist of it. And considering the kind of reactions the game usually gets, it’s rather positive. (That’s not saying much, I guess. But hey.)

What is partly discussed in the comments – if I understand them correctly, and there’s no guarantee of that; I don’t have the time today to look at them closely until the language makes sense – is this issue of why play interactive fiction, and that a mixture of literature and video game might not be a good thing.

I was going to write a short post about that, and then spent three hours writing an essay on games as art – probably the clearest and best one I’ve written on that subject. I’ve decided to cut it from this post for now, and see if I can find some place where I can publish it where people will actually read it. If you have any suggestions, please let me know.

And now I have to catch up with a mountain of work…

House Gone Up In Flames

This is a fairly good article on the situation in Greece. Most of what I’ve read online is kind of annoying – a lot of it makes Greece sound very primitive, which is absurd, and also quite disturbing, in that it represents the current crisis as the result of “extremism” and “terrorism”. It’s an old story, really – accusations of Greece as some kind of anarchic training ground for terrorists have been spewed out by certain groups for years now. And let me tell you, they are utterly, utterly absurd. I grew up there. Anyone who knows anything about me knows that I’m not a nationalist (not even remotely), so what I’m saying is the simple truth. Greece is not a barbaric backwater, and it’s not full of extremists.

What it is full of is people who have had enough of police brutality, enough of the thuggish right-wingers in the government, and enough of the capitalist system that has harmed them so severely and destroyed so much of what makes Greece beautiful. And now it’s gone too far.

It is likely the government, being as stupid and arrogant as it is, will react with violence. If they do, it will be a massive mistake. A short look at the history of Greece can prove that. I can complain a lot of about the Greeks, and I do – hey, I’m one of them – but I can say one thing for sure: if you hit them, they won’t back down. Every further crime the government commits will be another nail in its coffin.

But violence isn’t the answer (most protesters aren’t violent anyway; the violence usually comes from a mixture of really angry people and probably quite a few provocateurs). The reaction may be justified, but it has to take on a more political form. It has to become a movement – and it can’t become a way of supporting PASOK (basically the Democrats) or KKE (supposedly the communist party), as neither party is capable of changing anything for the better. As for Synaspismos (the “Coalition of the Left of Movements and Ecology” as the Wikipedia translates it, which is awkward but close), I may have my reservations about them, but this is the moment where they need to step up. I really hope that they do.

As for the international community… I worry. It’s been popular for years now to paint Greece as some kind of nationalist/terrorist backwater, mainly because Turkey is geopolitically important to the United States (and various similar issues). I wonder if this will be used as an excuse to do a country whose people have the wrong opinions some harm. Maybe a lot of harm. It’s an unpleasant thought, but not unlikely.

Because in the end, what worries the rich and powerful across the globe the most is the awareness that this is only a sign of things to come.

Walkthrough! Stuff! Words!

I’m a little short on time this week, as there is a lot that has to get done (most of it unpleasant). So I won’t write much right now.

  • Gameboomers user Chief has been kind enough to write a walkthrough for Desert Bridge. Thanks, Chief!
  • Madagascar 2 was actually quite good. I am happy.
  • There are riots in Greece. While I generally do not approve of violence, and think it’s more important for the anger to take a clearer, more political shape, the anger itself is quite justified, and I can’t blame people for being pissed off. The current government is so bad it almost makes the previous one look good. This just goes to show that a left-wing alternative is not just important, it is utterly necessary.

Review! Review! Review!


Perhaps I should sound more dignified. Perhaps I should do the whole “been there, done that” thing. I’ve had reviews before. Hell, I’ve had reviews in printed magazines. Well, once. Maybe twice. But the point is, I’ve been making games for eight years now, Last Rose has been called a “classic of the freeware genre” (whatever that means) and I’m the great wise artist who is above the common –

Oh, screw this. Of course I’m excited when someone writes about my games. Especially when it’s the first review of a new game. And even more so when it’s a positive review in a cool blog.

The humor is actually cute and funny, not “oh, ha ha” trying-to-be-funny like, say, Broken Sword. The art, although simple, is charming and colorful. The characters are well-rendered and lovable. The music, done by previously-unknown-to-me musician and apparent faepirate Helen Trevillion, is cute, and some pieces, such as the subtle choral upstairs variation of the theme, qualify as gorgeous. The ending is delightful. And Bob the Spider.

Awesome, as the mushrooms would say. And Bob the Spider is most grateful for the mention – another step forward in his burgeoning career as arachnid celebrity.

The Peculiar and Anticlimactic Nature of Game Releases

I’m going to try my best not to make this sound whiny. (Imagine this is being said by the gruff, manly voice of a deep-space miner, played by the secret lovechild of James Earl Jones and Tom Waits.)

Releasing a game, especially a freeware game, is enormously frustrating. At least for me, that is. You work on something for months on end, literally hundreds of hours of work; you plan the structure, consider the meaning, think through the implications; you write and write and write and write; you scan in images, adjust them… and so on… and then, finally, it is ready. It’s there. After a year or more, all the hours of thinking or working or both, the game is complete. And you feel happy, because it’s finally come together, it finally feels real.

And then you release it, and… nothing happens. Like every artist, on one level you’re expecting your game to single-handedly change the world, make everyone recognize your genius, and permanently alter the course of history… in the first five minutes of release. On another level – usually the more dominant one – you’re hoping that people will enjoy the game and that it will spread around the internet like the mushrooms in the larder. And that’s not entirely unrealistic – you have, after all, seen other games do it. Sometimes even games you would, quite frankly, consider to be far inferior. Or crappy, as less pretentious people would say.

But nothing happens. A post here, and a post there, people seem to be liking it… but it takes ages for any site to pick up the news, in most forums you seem to be ignored, and in general you probably have to wait for weeks before the hits on your Statistics page start going up.

That does sound whiny, doesn’t it? But I think it’s something a lot of us freeware designers – especially those who don’t have too large a following, or dislike hyping their games years in advance – should be aware of. Because it is frustrating. And it is depressing. And to prevent falling into a pit of despair, we should be mentally prepared. It’s not entirely dissimilar for writers: Stephen Donaldson has talked about the anticlimactic nature of getting your book published, where by the time your book is actually in print you’ve been working on something else for months.

Personally, I’m actually finding it difficult to work on something else. I’m trying to get back into editing my film, but my mind is still with Desert Bridge – it feels like the game hasn’t even really been released yet. The burden of finishing it is off my shoulders – and it is always quite a burden, let me tell you that – but I haven’t been able to let go of the game itself yet. It’s not out there yet. It’s like we’re still in early beta or something. This is also a danger indie game designers should be aware of. Games stick to your soul, and at some point you have to get them off. Like bubblegum, only more meaningful and less disgusting.

I have submitted news of the game’s release to several adventure gaming sites. Some of them have not yet responded, others have promised to try putting up something. Freeware games, it seems, aren’t that highly regarded. Many of the sites I knew are also gone – Quandary, for example, was always nice and supportive, and seems to have gone the way of the Woolly Mammoth. GameHippo is also gone – and good riddance, too, since they would never list my games. Home of the Underdogs has also ignored every single submission, which I could never understand. The point is this: you’d think that in the days of the internet, reaching an audience interested in what you do would be easy. It isn’t. Remember that.

The problem is multiplied, of course, by my personal aversion to the kind of sucking-up/spamming/self-aggrandizing behaviour that might lead to more exposure. I think this is a common – well, it’s not really a common problem, is it? More a common virtue. But virtues won’t get you far these days. This isn’t Ultima IV. But there’s a reason for having principles, and that doesn’t go out the window just because having principles makes success more difficult. So I am assuming you would behave the same way. If you wouldn’t, fuck off, people like you annoy the hell out of me.

So what do you do? The first thing, I guess, is to have patience. Try going through all the places where you feel that submitting news is OK – places that are meant for this sort of thing. Post in relevant forums. There are a few sites that have lists of free software – submit your game to them, even though it’s likely to take a while before they list it. And pray that some people who like your game end up spreading the word, because word of mouth (especially with services like StumbleUpon, Digg, etc.) is going to be important. Maybe. I think. In time, reviews may appear, which will drive more people to your site, somebody will write about you to BoingBoing, you’ll get a call from the Pope, and sooner than you know you’ll be elected High Priest of the Known Universe. From there, the step to godhood is a short one.

OK, so maybe not. But maybe you’ll get lucky, and your game will have enough success that you can finally let go of it, and go create something new. It’s what I’m hoping for (though I won’t complain about a bit of godhood).

(Why do I keep reading dogfood instead of godhood? I don’t want a bit of dogfood. You can always give me catfood, though. That stuff is expensive.)

If you are a freeware developer, read this as useful advice about what might happen, and keep your spirits up. If you’re not a developer, but just stumbled across this site looking for porn, or even one of my games, read this as the whiny thoughts of a game designer with a god complex and an empty stomach.

In other news, Verena has baked cookies and I shall now go eat them.

The Strange and Somewhat Sinister Tale of the House at Desert Bridge

Ladies and Gentlemen,
Boys and Girls,
Vertebrates and Invertebrates,
Sentient beings of all kinds and species,

I am pleased to announce the release of The Strange and Somewhat Sinister Tale of the House at Desert Bridge, a transdimensional portal to the Lands of the Dream an old-school adventure game. It is the result of long and difficult work and extensive testing by a team of dedicated lunatics individuals. It features wonderful music by the uniquely talented Helen Trevillion, fantastic and imaginative hand-drawn graphics by Verena Huber, and adequate-to-terrible programming by pretentious game designer Jonas Kyratzes.

Solve mysteries! Brew potions! Meet fascinating characters! Explore the colourful House at Desert Bridge! And all of that without a single annoying minigame or action sequence!

And it’s all free!

But none of that truly matters. What matters is that Old Man Bill has disappeared, and we need help finding him. Forget about all this “adventure game” nonsense, I just said it to get your attention. It’s a portal, OK? A portal to the Lands of Dream, and more specifically to our house here at Desert Bridge. And we have a real problem: our master has disappeared. He might be locked in his study, or in his bedroom – but we can’t get in. What is going on? What could be wrong? Someone with an outside perspective is needed to make sense of this situation. Could it be you? Download the game portal and find out. Harold the Talking Picture Frame will fill you in.

Hoping for your help,
Bob the Spider

What could *possibly* go wrong?

Desert Bridge now has a proper installer, a manual, and stuff like that. I have fixed quite a few little bugs and inconsistencies that cropped up, and sent out one more version to the testers.

I am very much hoping to release the game tomorrow, but I can’t promise anything. Maybe I screwed something up when I was fixing something else. Maybe I didn’t see something. Maybe the code is made out of jam. Maybe… you get the picture.

Anyway, the game should be out soon. Very soon.

Almost at Desert Bridge

Sorry for not updating – first I had the flu, then a piece of my filling broke off and dug itself into my gums. Thankfully, while the whole thing was unpleasant, the damage to the filling itself was not severe. The dentist removed the sliver from my gums today, and I have another appointment in a couple of weeks. I was rather worried, I have to say – as long-time readers of this blog know, I had some rather extreme problems with my teeth a while back, and I’d rather not repeat the experience.

What is hopefully the final beta for Desert Bridge has been sent to the testers. If nothing major crops up, the game will be out in about a week or so.

I need to write an article on Fallout 3. I’m a huge fan of the first two games, but this one has had me going back and forth between total fun and cursing the designers for being the greatest idiots on the planet. Having now played through all five minutes of the main plot, I feel quite offended by the way it’s just cobbled together from the first two games and ultimately amounts to very little. In the end, it’s a fun game – if way too short – but they shouldn’t have called it Fallout. It only has 30% of what makes Fallout what it is. (More on this soon. I hope.)