Phone Story 2019 Donation Update

Phone Story, our short game about the dark side of electronics manufacturing, came out 8 years ago. It was immediately banned from the App Store but it has been exhibited in countless of venues around the world, including at a landmark exhibition at the Victoria & Albert Museum in London last year. The exhibitions don’t […]

Lichenia Release Notes

I published a new game earlier this week. It’s called Lichenia and it’s about creating human habitats amidst climate chaos. It involves reshaping the natural and built environment, reclaiming dead cities, and growing sustainable ones. It’s a sandbox game with some tiny secrets to unlock, and a few obscure mechanics to discover. The simulation is […]

THE MEANING OF COLORS

The Meaning of Colors is a tiny “game” about connecting the dots and thinking like a right-wing nut. It was made with flickgame, a tool by Stephen “increpare” Lavelle for the creation of quick, MS painterly, visual hypertexts. The peculiarity (and brilliance) of flickgame is that it forces you to define specific colors as active areas, as […]

GlitchScarf

GlitchScarf is a playful performance and a system to mess with knitting patterns in real time. Design or glitch a scarf as it’s being made, wear your artful errors with pride. The project is a collaboration with Tenley Schmida. It was for the most part developed during a 3-day game jam at the Carnegie Mellon University […]

The Ills of Woman

The Ills of Woman is a faux Victorian-era board game imagined as a precursor of Hasbro’s Operation. It was co-designed by Molleindustria and Tenley Schmida who came up with the idea after reading about the “wandering womb”, an ancient belief that the uterus could freely move around the body of a woman causing all sorts […]

Dogness Release Notes

How would we sort things out? Canid, hominid; pet, professor; bitch, woman; animal, human; athlete, handler. One of us has a microchip injected under her neck skin for identification; the other has a photo ID California driver’s license. One of us has a written record of her ancestors for twenty generations; one of us does […]

LIKELIKE

At the beginning of 2018 I quietly started a new project in Pittsburgh. LIKELIKE is a space for independent games and playful arts. Its mission is to expand the audience and perception of videogames, promoting indie culture, giving visibility to experimental and overlooked gamemakers, experimenting with novel ways to present games beyond the white cube […]

Top 2017 Games That Waste Your Time Properly

I’ve been interested in the attention economy of videogames lately and in the wicked problem of the duration of play experiences. While AAA companies gamblify their business models and compete for the most repulsive and exploitative monetization schemes, indies generally stick to wholesome premium experiences (in Apple newspeak, the pay once and play forever genre). […]

John O’Neill, Artgame Author

I made a short documentary/Let’s Play about one of the first artgame makers: John O’Neill who, in the early ’80s, created strange videogames about the meaning of life and dolphin communication. It contains material that has never been recorded or put together before. I was doing some research for one of my classes when I […]

Stranger Playthings: Remaking a VR counterculture

The second coming of Virtual Reality is a convergence of different technological traditions with different aesthetics, goals, and strategies. In this talk given at the A MAZE and Game Happens festivals in 2017 I tried to question the current narratives supporting the idea of VR as a mass-consumer product, and recuperate some of the visionary […]

The right to screenshot

Sometimes I get asked for permission to publish screenshots from my games. It annoys me a bit because all my games are released under Creative Commons and, besides, I don’t see screenshots or video recordings ever falling outside of fair use. Streamers, youtubers, and machinima artists can even make a living out of commenting and […]

SimCities & SimCrises

I had the honor to be one of the keynote speakers for the first International City Gaming Conference in Rotterdam last month. The conference, mainly attended by city planners and architects, looked at how games can facilitate more effective and inclusive city-making. Here’s the transcript of my talk (a similar version was presented a year ago at […]

Gaming under socialism

In a recent episode of the politics/comedy podcast Chapo Trap House, a listener asked “What can socialism do for gamers’ rights?”. The question was obviously a joke, but the hosts produced a humorous and somewhat thoughtful answer. Thankfully, there is no such a thing as “gamers’ rights” in the sense of something distinct from consumer […]

Casual Games for Protesters

I teamed up with poet, performer, and activist Harry Josephine Giles to put together a collection of games to be played during protests. Casual Games for Protesters is a kind of response to the daunting question “What can game makers do in the age of Trump”. It’s a gesture but also a serious proposition, a […]

Molleindustria’s Highlights from 2016

2016 has been declared *annus horribilis* for months, and there is a good chance it will remembered as the year when everything started going to shit in the Western World. Despite being recently swept by the proto-fascist backlash known as Gamergate, the world of videogames has yet to respond to the new turn. The big-budget […]

Weird Reality / VIA

Last week I had the pleasure to participate to Weird Reality and VIA, respectively a conference and an arts+music festival organized by some good friends and colleagues. Weird Reality was a symposium for the VR/AR curious and the VR/AR skeptic which managed to incorporate, in the words of a participant, “an incredible wonderful diversity of […]