Showing posts with label Videogames. Show all posts
Showing posts with label Videogames. Show all posts

Some praise for The Thief, The Witch, The Toad & The Mushroom



My game is officially out and it's reached a Very Positive rating on steam, with 100% positive reviews so far. Releasing this game and seeing such a wonderful response has honestly been one of the most joyful and affirming moments in my life. Please give it a go if you haven't played it yet - it's 100% free! And please join me on my new discord server if you want to chat about the game and get announcements about upcoming projects.






Below are some of my favourite reviews and comments from people who liked it.


I will always think about this game when I think about visual novels or even writing in games that really blew me away, Well Fucking Done.
- Scrap Princess

This game has absorbed me and my neighbour since we found it yesterday. It is so good. It is currently 3 am and he just finished his playthrough. We are literally unable to sleep. Masterpiece. Absolutely gorgeous. I cannot properly express how we are both feeling right now. You cooked. 

- Parthikleon

If you were ever a little kid reading late into the night, and you want to feel the way it felt back then again, even just a little, give the game a go.



Fantastic game. I don't know if I have ever played something so wonderfully ominous. The story is so much larger than it initially appears, and the journey to uncover the truth is wrought with so many delightful, yet horrible turns. The characters have a lot of depth to them; just when you think you know everything about them, something else is revealed, even darker than anything you had learned before. This game manages to perfectly deliver the sensation of spiraling downwards into a dreadful and inescapable fate. It is so rare to find a story that can hit all those notes perfectly, but this one does. Congratulations on the game, and thank you for sharing this story.

When I first saw the developer of the game, early on while playing this, I figured it was some sort of meta joke; a, "I'll come up with a real name later", and just wrote it off as the humor of the game. The more I played it, the more I appreciated that humor, with styles, and ideas ripped from dozens of stories we're all at least a little familiar with. When McNamee is being playful, he's fun, taking you into a world of endearing characters who all have something fun to say, characters who come to life in their little idiosyncrasies, from the Frog who will never stop reminding you how he has never lost at anything in his life, or the Mushroom who thinks your attempts at art are just dreadfully boring, the author manages to keep a smile on your face throughout.

But the Author isn't just trying to be playful, as the story unfolds, or really, is retold, he brings new texture to all the words he wrote earlier, little moments you didn't realize you appreciated. A sense of wonder, the smell of mystery, a feeling of dread. And by the time the story comes to an end, regardless of how you have chosen to end it, you're left with a sense of longing, to read those words for the first time again, to spend more time with those characters, to see more of this world that McNamee had so lovingly, and skillfully put together. It is rare you can finish a work of fiction, and be left only with that bittersweet feeling of loss, but McNamee manages it.

This is likely the best Visual novel I've ever read, despite its shorter length, despite its shoe string budget built on public domain art work, this is a story I will not soon forget. And Jack McNamee, is a name I will be very sure to remember, because I very much want to know what he does next.

-  Zenning

everything is perfect about this game. One night i couldn t sleep and just decided to open this game, and after playing for an hour i felt too cozy and relaxed that i only wanted to hit the hay.. 10/10

ps: it made me cry in the end..




The Thief, The Witch, The Toad and the Mushroom is now live!

My videogame is now finally live, and it's free!

It's a charming but mysterious visual novel inspired by my love of folk tales and old choose-your-own-adventure books. I've been working on it for a bit over 3 years now so I couldn't be more excited to see it launched. You can play it on Steam, or Itch.io:


Give it a try, and I'd love to hear any feedback or a review if you play it!

My game is launching March 23rd!

 


The Thief, the Witch, the Toad and the Mushroom is a cosy but mysterious visual novel inspired by my love of folk tales and old choose-your-own-adventure books. It's been a long time coming so I'm thrilled to say that it's launching March 23rd! You can wishlist it on steam here:


I can't wait for it to actually be a thing that exists in the world. See you on the other side.


It lives!


My visual novel The Thief, The Toad, The Witch and The Mushroom is now feature complete. This is something I've been working on for the past three years - and I've wanted to make a video game as long as I've been alive. So, this is a pretty huge moment for me.

I would love to get as much playtesting and feedback as I can. If you're interested, please shoot me a line and I'll send you the build!

You can contact me by filling out this form on my website, or by joining the Brisbane Megagame Discord server, or by commenting below!

The Thief, the Witch, the Toad, and the Mushroom.

The chrysalis weakens. The video game I've been working on nears completion.


I'm planning to release it on Steam and Itch.io in 2023. You can see more info on the website here or wishlist the game on steam using the link below.

I'm making a video game

You're curled up in front of the fire reading a folk tale on a cold winter's night. Something about it seems so familiar. Have you read this before?

Explore a cosy and mysterious fantasy universe inspired by fairy tales. The old kind of fairy tales, strange and wild, before the edges were sanded off. Warm and comforting, but with parts you don't quite understand, and you don't know if you want to understand.

Make friends with 4 different fairy tale folks. 4 main routes for the Witch, the Toad, the Thief and the Mushroom.

Align yourself with G-d, Death, or the Devil. Choose your godparent and your destiny.

The Thief, the Witch, the Toad and the Mushroom is a visual novel inspired by old folk tales like the original Brothers Grimm. It uses old art from the public domain that I've cobbled together. I've completed a lot of work on it so far and I think I should be able to release it later this year. 

"Not a game"



Quick rant about videogames here.

There's a long-simmering Cold War over the definition of Game. The lines are split between "That's not a game" and "Yes it is", and if you're on the opposite side people will get angry at you. It flares up in comment sections across the internet. People won't talk to each other over this.

The origin story, as far as I can tell: One day, someone made a weird interactive thing. It was featured on a gaming website. Some loser came along and said "That's not even a game." Everyone who likes weird interactive things collectively responded to this with "Yes it is!" Some well-meaning academics bumbled in trying to get clear definitions, and are now eternal enemies with these people.

There's two statements in the phrase "That's not a game", as used by an internet asshole.

1. Games are the only worthwhile thing (to talk about on this website, to make, to care about, whatever).

2. You are not in that category, games.

In defending yourselves from the second statement, you've ignored the first. It's as if a bully said "What are you, gay?" and you tried to defend yourself by saying "No, of course not!". Both contain two statements:

1. Being in category X is bad.
2. You are in category X.

Defending yourself from statement 2 means accepting this value system, where category X is bad. And everyone has accepted this! It seems like most of the weird interactive thing enthusiasts now accept that if you say something is a game, you're praising it, and if you say it's not a game you're attacking it. Game dev Anna Anthropy won't talk to academic Raph Coster because he doesn't agree that dys4ia is a game. If anyone makes statement 2 (You are in category X) everyone assumes they've made statement 1, that they're talking about the value of the thing.  That's why anyone who's interested in definitions has gotten caught up in a blood feud.
Talk about an appeal to emotion. Isn't it fucked up that the weird kids, the people making the craziest stuff out there, have accepted the value system of the anonymous internet gamer bro they hate? That their bizarre, boundary-stretching thing is only worthwhile if you call it a game, of all things, instead of a poem or a story or a sculpture?

We need to go back to the root of statement 1: Should non-games be talked about on gaming websites, submitted to game jams, and awarded trophies at game events? This is the issue at hand. The definition of game is irrelevant.

I believe the answer is yes. No-one is going to talk about this shit except us. Check out this article. This guy made a hypertext story. He didn't think of it as a game: he posted it to the literature community.

"I think the most pages I saw any one person view was in the teens. Hardly anyone stayed with it for longer than a few minutes."

Then the gaming community found it.

In June, when the issue launched, and the literary announcements went out, the file that is my story was loaded n times.
In July, as of yesterday, the file was loaded 10*n times. 

But the really cool part is how much more time people who approached it as a “game” spent than people who approached it as “literature”. The game community page numbers were consistently in the 50-70 page range, and the highest individual number I saw was 104, by a person with a Munich IP address who spent 4 hours with it. There are some people who haven’t left it. They have simply kept it open in their browsers and once a day for the past week they add a couple of pages to their total count.

Whatever category this thing falls into, we need to be talking about it. Nobody else will.

Some Negadungeons

In my last post, I summarized the content theory. Simply put, many game reduce everything you can experience to "Content", which is meant to be consumed and reward you for consuming it. Designing a game-world to make the protagonist happy leads to games with a naive and solipsistic world-view that is often at odds with their serious stories. Here are some games that reject or oppose that.



You take control of a girl in her room. She can sleep, play video games, work at her desk, or go out to her balcony. She refuses to leave.

However, if you go to sleep, you enter a version of your room where you can open the door and walk out. If you do, you find yourself in an enormous mega-labyrinth of interlinked dream-worlds. The core sense of horror and surrealism in these dream-worlds comes from the feeling that they are not made for you.

The game is about wandering, lost, through enormous broken levels. Some force you to walk through giant black voids without landmarks. Others confuse you with cyclical layouts that loop endlessly. You might find the exit by walking between two stones, or interacting with a flower an odd number of times. There is the feeling that you've fallen through the map, into broken geometry you were never meant to cross.

There are many pieces of content that were clearly designed never to be found: Genuinely secret secrets. One monster has a 1 in 47 chance of being summoned whenever you flip a certain light switch. One door opens if you pass it three times, then turn back.

More thoughts here.


Colorful little micro-worlds suspended in a terrifying black void.

Earthbound was one of the first games to capitalize on the casual surrealism of JRPG's. It discovered a rich vein of weirdness that has since been mined by everything from Space Funeral to Anodyne. The quests are bizarre. Like in a dream, your reasons for doing anything dissolve when you try to explain them.

At first this dream-like atmosphere feels warm and charming. Slowly, though, over the course of hours and hours, you begin to get a sense of deep malice. It's not something you can put your finger on - most examples I can give will sound like trivial frustrations. But as you go on, the logic of the dream world slowly transforms into a nightmare that you feel trapped in.

At one point, you are suddenly transported to Moonside, a  inverted version of the town you're traveling through. The buildings glow neon, the inhabitants slur broken speech at you, and pieces of abstract art constantly attack you, even indoors. Being trapped there is nauseating; even worse is the way you have to follow the broken logic of the place to escape it. Internalizing it's crooked rules feels somehow corrupting.

The game suddenly and randomly transports you to a terrifying inverse world like this twice in a short space of time. The effect is a feeling that this darkness underlies everything, everywhere. Later, as you navigate the dream logic of another quest, you start to feel like you never really escaped Moonside. 




There are flowers in the forest. A counter on your screen tells you how many you've collected, out of 144. If you collect all 144 flowers, absolutely nothing happens.

That is vicious. I can't defend it.



The "Good Ending" of Spec Ops: The Line is to turn off the game. The longer you continue, the more you descend into increasingly horrific and unnecessary war crimes. The content you consume is repulsive: the combat itself is deliberately designed as an endless slog that slowly numbs you to all sensation. The game wonders aloud whether playing it is a morally questionable act: "To kill for entertainment is harmless," reassures one of the loading screen tips.

It largely exists for people who play Call of Duty without questioning its values. The game was marketed as a straight Military Shooter: The box offers no indication that it will slowly and surely become a nightmare. I can imagine that it reached a lot of COD-playing twelve year olds, who must have been traumatized to find their escapist killing suddenly become messy.

A 50,000 word long discussion of Spec Ops here.

Horror games in general

If a horror game is at all successful, you won't want to consume content. The genre expectations completely invert the philosophy of modern game design. As soon as you realize that a game is a horror, you expect that consuming content will not be traditionally enjoyable. You judge that the game has succeeded if you don't want to fight the monster or enter the new level. This means horror games are celebrated for things that would be seen as terrible game design anywhere else. Thank god they exist.

Silent Hill 4: The Room in particular


You wake up in your apartment. The door is locked: There's a hole in the wall that leads to a nightmare. You slowly explore this nightmare world, returning to your room as a safe place to rest and heal. At one point, someone offers you an item. You can take it, or refuse it. Obviously, you're going to take it - that's the way games work. Items are there to be picked up. 

If you do, a nightmare creature invades your room. Your safe place is violated. Nothing is sacred, nowhere is safe.

More on Silent Hill 4 in The Gamer's Quarter, issue 1, page 26. The magazine is now sadly defunct, and I can only find a download on that website. 



I use this game as a modern stand-in for every classic RPG from fallout to the OSR way of running D&D. If you go to certain places, you will find monsters too terrible for you to fight. These places are not made for you: you are not welcome here. This feeling is temporary, of course: The games pretend that a place hasn't been designed for your benefit so that it feels all the more satisfying to come back when you're at the right level, and slot into your correct place.

The same feeling is captured in Metroidvania games. Classically, you'll have to jump around lava pits before unlocking lava-proof shoes. When you get that item, you've suddenly turned the world into something that's designed to be convenient for you. It's like turning a jungle into a department store with the flip of a switch.

More here.


The world is made for your enemies: You have to skulk around the edges of it, distort it to your own purposes, and penetrate it. 


So.

I worry that I haven't expressed this anti-content idea well, even after these two articles. It is, essentially, the idea that a game shouldn't make you happy: that the things in a game should not feel like they've been made for you; that the sickening feeling that you've done the wrong thing is just as valuable as a pat on the head. It's an advocation for games that are bewildering, broken, twisted and immoral. It stands alongside the philosophy of fun games, not against them. These ideas might be obvious, but they're important to the way I think about games. 

The insidious theory at the heart of games

The majority of modern game design is motivated by the Content Theory. That is:

"The goal of a game is to deliver entertaining content to players as smoothly as possible."

This basic assumption underlies everything about a certain philosophy, and it has some insidious implications if left unexamined.

I define content as everything that the player can experience. There's two types. You interact with  Gameplay content in order to achieve one of multiple outcomes. Based on that outcome, you unlock Reward content. This includes mechanics (A new spell, a shotgun), narrative (a cutscene), and art and sound (the enemy explodes in slow-motion with a satisfying "SPLURCH"). Content is entertaining if the player wants to keep experiencing it.

A game designer's job is to make sure the player experiences as much entertaining content as possible, and as little unsatisfying content as possible. To ensure this, content should be delivered smoothly, to make sure that the player is motivated to keep consuming it. Game designers strive to eliminate downtime, backtracking, and filler content. Losing is generally not entertaining content, so save systems minimize death and repetition. The game should be carefully designed to make sure no-one gets frustrated, lost, or confused, carefully guiding the player through either direct orders, physical walls, or subtle environmental cues. The ideal is that every playe experiences every piece of entertaining content. Addictiveness is the holy grail.


The direct effect of this theory: Everything is made for you. 





Obviously, the goal of almost every work in every medium is to make the audience glad they experienced it. The difference that comes with games is that the audience is also the protagonist. In a movie, comic, book or play, everything is made for a third party watching in from
 the outside. In a game, everything is made for the main character.

Everything you (the main character) can possibly do is content. That means everything you can do will be fun and rewarding, and you should do as much of it as you can. There are no secrets you're better off not knowing. No relationship will ever be bad for you.  There's no enemy that you shouldn't attack, no place you shouldn't go to, no goal that isn't worth achieving. You should kill every enemy, fuck anyone who's available, talk to anyone who'll talk back, make every promise they'll let you make and pick up everything they own when their back is turned. All these things are content, and the purpose of content is to be consumed and reward you for consuming it.


Geraldine Gamer travels to Death Mountain. The villagers at the base warn her that it's a terrible place that she should stay far away from. She knows they're full of shit: because it exists, it was put there for her entertainment. Now, a movie audience might well be entertained by seeing Geraldine become hopelessly lost and only barely escape with her life. In a game, because Death Mountain is made specifically for Geraldine herself, she knows it will be tailored to provide an entertaining experience for her personally.

They tell her it's a long and arduous journey up to the peak. She knows that the journey was tailor-made to offer a smooth, enjoyable experience to someone with her exact abilities. If she doesn't have a jump button, there will never be a need to jump. If getting up the mountain was long and arduous, the game would have failed to smoothly deliver content.

The villagers wail that all who enter come back broken and twisted. Geraldine knows that everything in the world exists to reward her personally. If she can enter Death Mountain, then it must be gameplay content, which means that she'll be rewarded for completing it. Including something that didn't exist to entertain and reward the player would be bad game design.

Thus, game designers must constantly bar your way with their left hand while waving "Come hither" with the right. The left hand tells you that the way is dangerous, that this enemy is too terrible to fight, that you're a crazy maverick who's breaking all the rules. The right hand reassures you that you're actually doing the right thing. That enemy was made to be killed by you. This is the way you're meant to go.  Keep going, you'll be fine - nothing can actually hurt you.*

Part 2: The alternatives.


*A piece of directors commentary on Half Life 2 muses on how hard it was to convince players to drive through a bunch of "KEEP OUT" signs on the side of a cliff.