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Intentionally Bad Games.

Yeah some of it is just dumb ADVENTURE OF LOLCAT or whatever but stuff like that Life Of D.Duck game are really cool. The authors made up a whole website and style etc to give the impression of a weird swedish kid who really liked donald duck and the game reflects that. the writing is deliberately misspelled and awkward and the graphics are kind of crude and offputting in order to further this sense of this really strange charming stuff. the Demon Planet webcomic is a pretty good example of this too http://www.webcomicsnation.com/jchastain/demonplanet/series.php?view=single&ID=122712 . it's not "good" in any conventional sense but its not trying to be and its pretty gross to see people miss the point entirely and flood the comments with UGH.......LEARDN TO DRAW @___@ or enjoy it "ironically". you dont have to be ironic about it to appreciate this stuff!

Intentionally Bad Games.

actually those last two posts were kind of missing the point in that they didn't really distinguish between bad and deliberately bad games like the OP did. basically i think there's always a distinction between bad-bad and good-bad. good-bad is just so awful and perverse and inexplicable that it has its own weird charm to it, like the fried shrimp boss of monster world or those choose-you-adventure games where every decision leads to an arbitrarily horrible death or even the fact that Bubsy Bobcat shrieks out horrible grating one-liners every couple of seconds. bad-bad is just dull and unimaginative stuff. even in unintentionally bad stuff there's always a split between this stuff! for every troll 2 or the room there's mountains of grinding unwatchable stuff which is just absolutely meritless. most of it wins oscars.

the point of bad game design is recognising what makes that stuff so appealing and then trying to capture that. that makes it sound more calculated than it actually is but i thik everyone has some idea of what makes some bad stuff worthwhile so. it is still bad by the humourless and awful standards of VIDCON CONSUMER MINDSET but who even cares?

Intentionally Bad Games.

also i think you probably do have to break from game design principles somewhere if you dont want to end up with some horrible committee-designed-lookin thing. lets make the heros young so young people can identify!! lets make them all ride skateboards (kids like skateboards right??). but even generally i think horrible stuff can be fun as long as its interesting! like look at this game:


by all accounts this is bad to the point of being almost unplayable but who cares look at that fucking thing. i would much rather play something like this than some stupid GEARD OF WAR bullshit. or those suda 51 games which pretty much hate the player (one could say they were......player-haters *flips u the bird, peels out on vespa*). i have a lot of time for bad or deliberately bad games if they're bad or deliberately bad in an interesting way!

EDIT: actually quite soulless is just accidentally bad so here:


or those old targ games on gw. they're all kind of deliberately bad (or "bad" because they actually rule) but this is part of the charm! its a weird viewpoint and personality that makes it more appealing than more streamlined stuff. you could say this only holds for accidentally bad stuff but i dont think it's that simple.

Intentionally Bad Games.

the concept of quality in relation to videogames is a direct result of the latecapitalist tendanciestowards a blurring of the real and the imaginary which jean baudrillard referred to as "hyperreality"; it can also be seen in the success of james camerons avatar, of the fake towns and theme-park rides in disneyworld, in wax museums, in hdr imaging, and other products which attempt to be "more real than the real thing". it is a focus on immersion and experience above all else. videogames began to follow this pattern when advances in graphical and musical technology, combined with a more thorough knowledge of game design, led to more and more focus on this same immersive aspect. games were no longer external objects to be decoded and eventually 'won'; they were experiences first and foremost attempting to immerse the player in an entire world.
hyperreality, the cross-product of technological advances with debord's "society of the spectacle", is not only dangerous in that it creates a sense of alienation and distance from the real (see: those people who got depressed after watching avatar because they couldnt frolic with catpeople irl, those people who starved to death playing WoW) but also in that it is facist, or at least conductive to fascism, in the sense that this distancing from the real in favor of immersion in a spectacle is exactly the basis for fascist fake politics.
in order to break down this hyperrealist tendancy it is necessary to destroy all notion of game "quality" in favor of a deliberate badness and clumsiness which not only breaks the vampiric immersion with the gameworld but also in showing games as a direct product of human intelligence or lack thereof gives rise to a new area of vidcon dialectics: rather than becoming sluggishly absorbed in an electronic toy, the player finds his or herself frustrated and denied at every turn, leading to a deeper questioning of the societal conditioning inherent in the act of playing games and inspiring them to enter the field of discourse itself and creating more games because if those clowns can do it, etc. this is the ultimate challenge for videogames in the 21st century....



actually i just really like the weirdness and imagination of horrible old unplayable commodore games!

Ghost Voyage Review

thanks for the review! the art style was kinda based on some drawings i did on the sketch swap website http://www.sketchswap.com/ . The idea of the site is that you draw a quick sketch on the site itself and then when you click submit you get someone elses sketch and they get yours. i did a bunch of short comics in the style of the game for the site before getting bored but i liked the look of that kind of drawing and i'm extremely lazy so i decided to use it for the game. the puzzles were kept to a minimum basically because i made the whole thing up as i went along over a couple days but also because i wanted to make a game more about exploration and a certain tone than gameplay. this is also why there's a one-click system and a map full of useless locations haha

the gamechill theme was intended to be a kind of uh MANNERS VS NATURE thing. at first bette has to put up with her curmudgeonly uncle and get rid of a friendly lion and even marry a hunter due to social niceties etc but in the end she rebels by going to live happily with the lions! this part was also made up as i went along

also i wasnt aware i had any darker games!

What are you jammin' too?


all the greatest music of the 20th century was made by girls who couldnt play, no joke

edit for proof

This has something to do with time...

psychosomnium

actually i think that's a good example in general since another point for short games is that they're a lot more open to experimentation and throwing ideas around which might not necessarily sustain a longer game. that doesn't mean they're less valid, though! i mean yes MAKE WAT U WANT and for many people here that is apparantly epics but i kind of disagree with the idea that longer is always better and that we should all be sectretly aiming for some 20-hour-epic. this is the kind of thinking that gave us progressive rock, people!! dont make the same mistakes again......

but really any worthwhile discussion of short vs long games would revolve around the most effective way of presenting content and ideas and since no-one actually has any its kind of a moot point

This has something to do with time...

psychosomnium

I am the god of hell fire!

fire! i'll take you to burn! fire! i'll take you to learn!

Veggie Tales 3D Review

hey, thanks for the review! "perversely fascinating" was what i was going for, although i sorta wish i had spent a little longer on interactions and things: part of the idea was that i liked running around rpg towns and things and didn't like battling endless green slimes to do do, but in retrospect some more varied puzzles/sidequests could have helped remove the feeling of endlessly pressing z to talk. also i approve of dada-based rating systems