Top Ten 2015 Games You Don’t Have To Play

2015 was the year gamers were finally relieved from the burden of play. The explosion of streamers on Twitch and YouTube and the rising popularity of eSports legitimized “passive” forms of engagement with the game form. Interactivity – as in mashing buttons, making choices, organizing artfully constructed disorder – has always been overrated anyway: there …

BooFlag

BooFlag is a little game made after reading this article on the aftermath of the terrorist attack in Charleston. It’s also an unofficial sequel/companion piece to Americlap, one of the greatest games ever made.

p5.play

I just released p5.play, a javascript library for the creation of games and playthings. It’s still a beta but it includes features that are common to most 2D games: Sprites with animation support, collision detection and resolution (limited to Axis Aligned Bounding Boxes and circles for now), a camera and functions to facilitate mouse and …

Molleindustria’s Highlights from 2014

2014 has been another great year for indie games, with the long awaited releases of Nidhogg and Broken Age (part 1); the genre-defining Threes (and its unfortunate clones); the outrageously polished Monument Valley and Hohokum; the new chapter of Kentucky Route Zero. What follows is a list of my personal favorites, among the ones I …

VIA GAMES 2014

In the context of Pittsburgh’s music and art festival VIA we showcased two exclusive local multiplayer games: the 2vs2 noby-noby sport Push Me Pull You and Dog Park a low poly dog ’em up by Kevin Cancienne (Slam City Oracles by Jane Friedhoff also made an appearance).

AMC Arcade 2014

This year I had the honor and pleasure to curate, along with Porpentine, a showcase of critical, radical, queer, transformative independent games for the Allied Media Conference. This is the selection, based on a variety of parameters (themes, diversity, available controllers, accessibility…): Love Punks by Yijala Yala project 10 Seconds in Hell by Amy Dentata …

To Build a Better Mousetrap – Release Notes

To Build a Better Mousetrap, a long-awaited management game about innovation and labor, is finally out! The game premiered last December at FACT gallery in Liverpool along with the article/talk Videogames and the spirit of capitalism. I tried to describe To Build a Better Mousetrap as “Richard Scarry meets Karl Marx” or “Information visualization without …

Making Games in a Fucked Up World – G4C 2014

These are the slides and the edited notes from a talk I gave at the Games for Change Festival in New York. The talk was targeted to that specific audience (bureaucrats from the nonprofit industrial complex, TED-style technopositivists, game advocates…). Certain parts such as my take on metrics and social change, which may seem obvious …

We Are Videogame Historical Materialists

BUY HERE FOR ONLY $20 Support a good cause and fashionably declare your belief that videogame culture is funded on an economic basis and reflects class relations and struggles! Historical Materialism is less scary than Marxism and can be worn ironically! Started as a joke on Venus Patrol’s We Are Videogame Romantics, this T-Shirt is …

Invisible Walls, Puffy Clouds, and the Unheavenly World Behind Them

This is the transcript of a minitalk I gave at Lost Levels 2014, an “unconference” happening during the Game Developers Conference (maybe a bit too square and academic for that casual environment). It’s a topic I’ve addressed in every single talk in the last 10 years or so, but I thought it could benefit from …