Archive for November, 2009
Happy Thanksgiving!
26 November 2009Time Is Not a River, it’s a Remote Control
23 November 2009If playing the first three zones in Braid has taught me anything so far, it’s that time and the human mind are a lot like oil and water — they don’t mix. Sure, I can solve the temporal puzzles being thrown at me…but when it comes to interpreting these in a meaningful, narrative fashion, there’s some very real disconnect.
Maybe it’s developer Jonathan Blow’s voice that’s the problem. By coloring the experience with textual meditations prior to each level, he’s throwing words around like some kind of ventriloquist. His dummy text becomes the center of critical attention, where what we should really be examining is his artful designer’s puppeteering. Of course, Braid‘s mechanics HAVE received a lot of acclaim quite apart from the game’s writing. I just think these design aspects are more than capable of speaking for themselves without the assist.
And what they’re saying is a lot about regret, hope, and, well, precision. This last bit seems particularly strange and intriguing to me: few people treat time as a serious, concrete thing. We have very little reason to measure it with such a high degree of exactitude as demanded by this game. But in Braid, time is a switchboard, a coil, a gadget to be fiddled with. It just won’t do much of anything special unless you’re extremely careful to manage it.
Hopefully I’ll master this task soon so I can better evaluate what kind of statement this element makes in the broader context of the game. Perhaps in the end Blow’s ambling text will end up being a perfect complement to Braid‘s demanding machinations.
Tinkering 3
19 November 2009Slowly but surely. Found a new “B” this week, which is exciting. At least that’s how I see it — you, dear reader, may feel differently…
There are a few new symbols in the mix; hopefully those are legible. Just a couple more bases to cover, unless I’ve forgotten something really major. Pretty soon I’m going to need to start thinking about putting these into something that’ll pair ‘em with keyboard keys so that I can really get a feel for how they’ll look in different configurations.
Tinkering 2
12 November 2009
Tinkering 2
Very little time for fiddling with this lately, but I’ve made a few additions since last week. No real changes, though. Still mulling which iteration of each letter will make the cut.
Definitely need to come up with a name for my font, but that’ll probably happen naturally as I continue refining.
User-Centered Hardware Design?
9 November 2009
It’s a weird time to be a gamer. This console generation’s lasted quite some duration already, and now we’re just kind of, what? Adding peripherals to everything? Come to think of it, pretty soon each of the Big Three hardware manufacturers will have released a motion-based supplement of some sort. Which is especially weird considering the Nintendo Wii launched with one.
And now Sony and Nintendo both are releasing FOURTH iterations of their respective portables?
Don’t get me wrong — I’m okay with not being pressured to purchase a radically different platform…my PSP-2000 will do me just fine for now, thanks. What I find strange is that it seems there’s only the barest skeleton of a plan dancing around these two new(?) gaming machines. The PSPgo is clearly positioned to offer consumers a download-only future, but its “Minis” line seems pretty ill-defined. The DSi XL makes some slim margin of sense, but less when you consider its release coming right on the heels of the not-yet-one-year-old DSi. Why these products, and why now?
What I’m wondering is whether there’s a consciously participatory approach to these systems’ designs. Perhaps both Sony and Nintendo intend to see how users respond to the devices and market from there?
Yes, it’s a weird time to be a gamer. But it’s probably even weirder being a consumer right now. What I’m certain of, though, is that being sold essentially the same thing with only incremental improvement is much less exciting than buying something truly new.
Tinkering
5 November 2009
Tinkering
So my favorite part of last week’s “Pixtures” post was the gravestone lettering. Given my penchant for examining typeface, I decided to take things a step further and try coming up with my own thing. I (SEVERELY) limited myself to four pixels by six, wide or deep. The above screencap represents a first pass. More to come, I think.



