not games

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If I was in the room with the person [who had the idea for The Endless Forest, I would be like] “What on earth are you going on about? Here have another drink.” But it works! It works in such a weird way.

08:49 am, by johnyzuper1 note

Usually I try to expand on the initial idea that inspired me and if it turns out interesting I add mechanics to make it feel like a game.

08:16 am, by johnyzuper1 note

Thralled is an interactive experience that portrays the surreal journey of Isaura, a runaway slave separated from her newborn child and tormented by memories of a painful past. Set in 18th-century Brazil, Thralled follows Isaura as she traverses a nightmarish representation of the New World, reliving a distorted reminiscence of life in captivity and the events that led to the taking away of her baby boy.

Interview with the game creator, Miguel Oliveira


11:46 am, by womanonfire4 notes

Imagine if forty years into the existence of the motion picture, the overwhelmingly prominent genre was the action film. You might have a quiet drama here and satirical comedy there, but otherwise it’s nothing but Bay and Bruckheimer as far as the eye can see. We’d have a lot less cinephiles than we do now, that’s for sure.

08:41 am, by johnyzuper34 notes

Shift the focus from the industrial to the cultural and the need to build games based on profitability or sustainability disappears, freeing up the heart and mind to make games that we judge as successful by other, more interesting questions. Did this game challenge my perception of my world? Did this game change the way I am going to relate to my children? Did this game gift me insight into another human’s perspective? Did this game make me smile or surprised or feel a sense of aesthetic wonder?

08:14 am, by johnyzuper16 notes

It’s as if, through sales figures, profits and other assorted fiscal headlines video games will be able to buy their way to legitimacy. How fitting that a medium which typically encourages its players to exert dominance over the competition would frame its worth as a battle, usually with cinema, as if this were a fight to be won, as if the winner would somehow usurp the loser, as if each venue for human expression didn’t have unique capacity for joy, wonder and meaning.

08:00 am, by johnyzuper4 notes


Såsom i en spegel (Through A Glass Darkly) - Ingmar Bergman - 1961

Max von Sydow, Harriet Andersson

04:38 am, reblogged from /// sfumato by johnyzuper274 notes

these are the known bugs. a butterfly! a ladybug! a beetle! a caterpillar! a dragonfly! these are all the bugs i know
Lana Polansky, regarding bugs in videogames


08:52 pm, by godatplay6 notes

A game is not about walking from A to B, but about the things that happen to the player at A and B - a panorama, a conversation, a moment of madness…

07:48 am, by johnyzuper19 notes

Attempting to rigorously define interactivity is about as joyous as rigorously defining the word game into your preferred pigeon hole. You might see healthy debate in this conversation. I see a black hole event horizon through which my will to live is disappearing.

07:36 am, by johnyzuper42 notes