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The Astonishing Captain Skull
Yeah, sorry about that! When you open the items menu Captain Skull is supposed to walk up to Quimby, you must have clicked it somewhere like the elevator where the main character was invisible. I'll try to put up a fix later on today.
Also I'll put up a walkthrough later but in terms of the container number
I'm glad you were enjoying it, anyway!
Also I'll put up a walkthrough later but in terms of the container number
Use Quimby on Brotzmann's notes to find they've been bugged. Talk to Vermillo until you get the "ectoplasm production" note. use "ectoplasm production" on Vupnor in the top floor and then use "bug" on Science Dog. Then use Compu-Tor to see Brotzmann's notes.
I'm glad you were enjoying it, anyway!
The Astonishing Captain Skull
haha i just finished this today so you needn't have bothered! download pending i guess but it's up on gw already
Can games be art?
Can games be art?
I don't really care about the games-as-art debate since it usually just turns into some intolerable pedantic argument over definitions, and also because there's always a slightly creepy sense of seeking validation about it. I have no love for garbage FPS's or whatever but I don't think the alternative is to make the videogame equivalent of some awful New Yorker story about melancholy white people staring into the sunset while suffering suburban malaise, and the problem is that in trying to find an example of artistically worthwhile videogames it's easy to fall into exactly this kind of stupid binary: to make examples of games which kind of tick the boxes marked ART like minimalist graphics or stories about ~~love~~ or whatever without thinking about what they really mean. I'd rather see the videogame equivalent of Robert Crumb or somebody than some oscarbait bullshit about menopausal cancer lesbians raising autistic children during the holocaust. Basically Roger Ebert has never to my knowledge been particularly insightful or worthwhile so who gives a fuck? Quick everyone make games now before boring middlebrow people decide it's okay
Basically in general I think a more interesting argument to have isn't "are games art" but "why should we give a fuck": what is there about videogames that is actually worth exploring and that you can't get in other media. I'm kind of wary about talking about INTERACTIVITY as the primary focus of games, since it's kind of a nebulous idea anyway (is a book interactive if you read the pages at random?? isn't all art interactive in that it depends on some level of personal interpretation from the audience etc) and descends into more semantic shit about definitions. Also interactivity is not in itself a particularly interesting idea, I think. What's more important is the WAY in which games are interactive, namely the idea of videogames as exploring environments (which I think is the one thing videogames 100% have over everything else, although idk if this is actually a good thing per se). I'm too lazy to track down the links but there was some article I read once about game design as architecture which I liked a lot, and which I think is a much more interesting and productive concept than some vague bullshit about interactivity which is usually implemented in the dumbest most obvious way possible anyway (KILL BABBY SAVE BABBY THE CHOICE IS YOUS ~ every bioware game (ps in the future i predict branching storylines will be regarded with the same embarrassment as those old films which were shot entirely from a first person perspective despite the fact film doesn't work like that - "nostradamus" catamites........).
Also re. the idea that videogames are incapable of expressing the artist's viewpoint because they involve interactivity, this is kind of an oversimplification imo because in good game design the intersection of uh predetermined choices and individual agency is exactly what should be used to make a point.
A GOOD QUOTE from the book "Life: A Users Manual" (ggood book..)
Basically what I'm saying is good game design (or puzzle-making, in the terms of the passage above) is almost a DIALOGUE in the subtle combinations, the give and take, between player and designer: individual agency as channeled through a specific set of tools and carefully- almost invisibly- guided by the construction of the space itself so as to provide an aesthetic experience. Poetry as combinatorics! el diablo juegas.......
Basically in general I think a more interesting argument to have isn't "are games art" but "why should we give a fuck": what is there about videogames that is actually worth exploring and that you can't get in other media. I'm kind of wary about talking about INTERACTIVITY as the primary focus of games, since it's kind of a nebulous idea anyway (is a book interactive if you read the pages at random?? isn't all art interactive in that it depends on some level of personal interpretation from the audience etc) and descends into more semantic shit about definitions. Also interactivity is not in itself a particularly interesting idea, I think. What's more important is the WAY in which games are interactive, namely the idea of videogames as exploring environments (which I think is the one thing videogames 100% have over everything else, although idk if this is actually a good thing per se). I'm too lazy to track down the links but there was some article I read once about game design as architecture which I liked a lot, and which I think is a much more interesting and productive concept than some vague bullshit about interactivity which is usually implemented in the dumbest most obvious way possible anyway (KILL BABBY SAVE BABBY THE CHOICE IS YOUS ~ every bioware game (ps in the future i predict branching storylines will be regarded with the same embarrassment as those old films which were shot entirely from a first person perspective despite the fact film doesn't work like that - "nostradamus" catamites........).
Also re. the idea that videogames are incapable of expressing the artist's viewpoint because they involve interactivity, this is kind of an oversimplification imo because in good game design the intersection of uh predetermined choices and individual agency is exactly what should be used to make a point.
A GOOD QUOTE from the book "Life: A Users Manual" (ggood book..)
From this, one can make a deduction which is quite certainly the ultimate truth of jigsaw puzzles: despite appearances, puzzling is not a solitary game: every move the puzzler makes, the puzzle-maker has made before; every piece the puzzler picks up, and picks up again, and studies and strokes, every combination he tries, and tries a second time, every blunder and every insight, each hope and each discouragement, have all been designed, calculated, and decided by the other.
Basically what I'm saying is good game design (or puzzle-making, in the terms of the passage above) is almost a DIALOGUE in the subtle combinations, the give and take, between player and designer: individual agency as channeled through a specific set of tools and carefully- almost invisibly- guided by the construction of the space itself so as to provide an aesthetic experience. Poetry as combinatorics! el diablo juegas.......
Video thread!
Classical Music that Pwns
Seconding Shostakovich but especially the 8th String Quartet because aaa
also this will almost definitely kill you but it rules
also this will almost definitely kill you but it rules
Whats the worst thing you ever saw in high school?
Best VG Soundtracks + overrated
Best VG Soundtracks + overrated
best soundtrack:
edit: also just cool old nes soundtracks in general because they are basically the early 90s equivalent of the BBC Radiophonic Workshop in terms of jamming bizarre avantgarde electronic shit into kid's stuff and there's nothing about that I don't like. Fuck boring quasi-symphonic RPG soundtracks, listen to creaky noise every day
edit: also just cool old nes soundtracks in general because they are basically the early 90s equivalent of the BBC Radiophonic Workshop in terms of jamming bizarre avantgarde electronic shit into kid's stuff and there's nothing about that I don't like. Fuck boring quasi-symphonic RPG soundtracks, listen to creaky noise every day