Sunday Newspapers | Rock Paper Shotgun
Sunday is to sink into a hot bath. Before we hit the tap, let’s read this week’s top gaming articles.
On their site, Nathalie Lawhead wrote about generative art and tools, that is, when you take something functional and turn it into something fun.
Action Painting Pro basically uses the movement of the player to generate art. Color disorders are left behind the player. It uses a platform game theme as a springboard for art (pun intended. Sorry, I couldn’t help myself)… There are a few icons on each platform. They move around so it’s hard to stay on them. There is a level of challenge that makes the resulting art chaotic. Basically, you’re chasing whatever tool you want as a rig. When you fall it reveals the art that has been done.
For political orphans, Chris Ladd wrote on something weird is happening on Facebook. Not only is it weird, it’s scary, to be honest.
This first post generated 21 comments and 59 shares. The second on the same hyper-twee recipe page generated 1.4 million comments and 35,000 shares. Yes, a question-post invites more engagement than a simple comment, but there’s more to it here. We see a series of posts like this soliciting some sort of engagement that would reveal valuable personal information. In many cases, they come from pages claiming to be “blogs” which are in fact nodes in an “affiliate network”.
Bennett Foddy (of the Getting Over It celebrity) wrote about develop an allergy to the number three as a game designer.
The problem is, if you play a lot of games, like I do, you can develop an allergy to number three. At the first hint of a trinity in a game, your eyes can turn triangular and everything in the whole experience comes across as a three-sided chore. At that point, I no longer want to skin a single badger, or club a single skeleton, much less go through the fractal expansion of chores required to defeat the evil wizard. Everywhere I see three of something, it tells me it wasn’t interesting enough for four reps, and it makes me wonder if it was after all interesting enough for two, or even one. The trinity, in games, is a telltale sign that designers were concerned about whether their games were long enough (and therefore commercial enough), but not convinced their games were interesting enough to support more than three of what. whether it be.
For the indie gaming website, Jeremy Signor wrote about Deltarune and the fallacy of formulas.
At the same time, what’s missing is that the formula serves as both a solid foundation on which to build the rest of Deltarune and a standard against which everything in the game is measured. This gives players something to hold onto as the game takes you, but more importantly, it contrasts sharply with the potential surprises. It’s like how painters use contrast to draw the eye to specific elements in a painting. Here it works in the same way, where there are mechanisms that strongly deviate from the formula. You wouldn’t think you’d have to do a Punch-Out-inspired minigame, or a simple area control board game in Deltarune Chapter 2, and yet when you do, it hits harder because it’s is such a divergence from what you’ve been conditioned to expect.
For IGN, Joe Skrebels and Simon Cardy made a video about the biggest and weirdest legacy of the Wii being its music.
It’s me. Good Sunday to all !