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	<title>Die Gute Fabrik</title>
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	<link>http://gutefabrik.com/blog</link>
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		<title>Hokra and BaraBariBall at PAX East and GDC!</title>
		<link>http://gutefabrik.com/blog/?p=2242&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=hokra-and-barabariball-at-pax-east-and-gdc</link>
		<comments>http://gutefabrik.com/blog/?p=2242#comments</comments>
		<pubDate>Fri, 22 Mar 2013 06:32:04 +0000</pubDate>
		<dc:creator>Doug</dc:creator>
				<category><![CDATA[Exhibitions]]></category>
		<category><![CDATA[Sportsfriends]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2242</guid>
		<description><![CDATA[  Photo via IndieCade flickr stream &#160; Hey Sportsfriends fans! In addition to our big J.S. Joust tournament, we&#8217;re also running Hokra and BaraBariBall tournaments this coming week: &#8211; PAX East, Saturday, March 23 - Hokra+BaraBariBall biathlon at the Kickstarter Arcade &#8230; <a href="http://gutefabrik.com/blog/?p=2242">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"> <a href="http://www.flickr.com/photos/indiecade/8516914523/sizes/z/in/photostream/"><img class="aligncenter" alt="Hokra at IndieCade 2012" src="http://farm9.staticflickr.com/8385/8516914523_c070cf9f03_z.jpg" width="600" /></a></p>
<p style="text-align: right;"><em>Photo via IndieCade flickr stream</em></p>
<p>&nbsp;</p>
<p>Hey Sportsfriends fans!</p>
<p>In addition to our big <a href="http://gutefabrik.com/blog/?p=2233">J.S. Joust tournament</a>, we&#8217;re also running <a href="http://www.ramirocorbetta.com/hokra/">Hokra</a> and <a href="http://www.barabariball.com/">BaraBariBall</a> tournaments this coming week:</p>
<p><strong>&#8211; PAX East, Saturday, March 23 -</strong> Hokra+BaraBariBall biathlon at the <a href="http://www.kickstarter.com/blog/the-kickstarter-arcade-at-pax-east-2013">Kickstarter Arcade</a><br />
<strong>&#8211; GDC 2013, Tuesday, March 26 -</strong> Hokra tournament at the <a href="http://rumpusroyale.co.uk/">Rumpus Royale</a></p>
<p>At PAX East, we&#8217;re also doing a <a href="http://east.paxsite.com/schedule/panel/sportsfriends-indie-collaboration-and-local-multiplayer">Sportsfriends panel</a> on Friday, March 22. Moderated by Penny Arcade Report&#8217;s Ben Kuchera!</p>
<p>More details after the jump.</p>
<p><span id="more-2242"></span></p>
<p>&nbsp;</p>
<p><strong>Hokra+BaraBariBall Biathlon at PAX East</strong></p>
<p><strong>Where:</strong> PAX East, <a href="http://www.kickstarter.com/blog/the-kickstarter-arcade-at-pax-east-2013">Kickstarter Arcade</a>, Room 103<br />
<strong>When:</strong> Saturday March 23, 10am to 3pm for freeplay, 3pm to 5pm for tournament<br />
<strong>Sign-ups:</strong> Saturday morning/afternoon, come find us at the Kickstarter Arcade</p>
<p>Join us at the <a href="http://www.kickstarter.com/blog/the-kickstarter-arcade-at-pax-east-2013">Kickstarter Arcade</a> for some combo Hokra and BaraBariBall action! From 10am to 3pm, we&#8217;ll be running both Hokra and BaraBariBall for more informal &#8220;free play.&#8221; Both Ramiro and Noah will be showing off some new arenas!</p>
<p>Then, from 3pm to 5pm, we&#8217;re running an official Hokra + BaraBariBall tournament for teams of two. Sign-ups begin Saturday morning &#8211; just come find Ramiro or Noah in the Kickstarter Arcade. If you don&#8217;t have a partner, we&#8217;ll try to find you one.</p>
<p>In each round, each pairing of opposing teams will face off at <em>both</em> games. If one team wins both games, that team moves on to the next round. If the two teams split the matches, they play a tie-breaking match of one of the two games, selected at random.</p>
<p>Finally, the winning team will face each other in an epic 1v1 match of BaraBariBall. <strong>Thanks to our friends at Sony Computer Entertainment America, the winner will be getting a PlayStation Vita (w/16gb memory card)&#8230;!</strong></p>
<p>And even if you don&#8217;t feel like competing, come spectate and hang out!</p>
<p>&nbsp;</p>
<p><strong>Hokra Championships at GDC 2013<br />
</strong></p>
<p><strong>Where:</strong> GDC 2013, West Hall, <a href="http://rumpusroyale.co.uk/">Rumpus Royale</a> stand<br />
<strong>When:</strong> Tuesday March 26, 10am to 3:30pm for freeplay, 4pm to 6pm for tournament<br />
<strong>Sign-ups:</strong> Tuesday March 26 at 3:30pm</p>
<p>After last year&#8217;s Hokra tournament at the 2012 <a href="http://www.allotherpartiesaretriteanddull.com/">AOPATAD party</a>, we&#8217;re thrilled that the game will be back at GDC this year for a 2013 Championships! Full format details to-be-announced, but for now you can read more about the Rumpus Royale <a href="http://rumpusroyale.co.uk/">here</a>.</p>
<p>Also! On Wednesday March 27, Rumpus Royale will be hosting a tournament for the new 3D version of <a href="http://www.foddy.net/Athletics.html">QWOP</a> by Sportsfriends designer Bennett Foddy. It&#8217;s the same version that we&#8217;ll be giving to our &#8220;Super Sportsfriends&#8221; Kickstarter backers!</p>
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		<title>J.S. Joust Tournament at PAX East!</title>
		<link>http://gutefabrik.com/blog/?p=2233&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=j-s-joust-tournament-at-pax-east</link>
		<comments>http://gutefabrik.com/blog/?p=2233#comments</comments>
		<pubDate>Fri, 22 Mar 2013 05:14:50 +0000</pubDate>
		<dc:creator>Doug</dc:creator>
				<category><![CDATA[Exhibitions]]></category>
		<category><![CDATA[J.S. Joust]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2233</guid>
		<description><![CDATA[J.S. Joust at PAX Prime 2012 (photo via Penny Arcade Report) &#160; Heading to PAX East? We&#8217;re running an official Johann Sebastian Joust tournament this Saturday, March 23, from 7pm to 9pm. Get there early if you&#8217;re participating! The tournament &#8230; <a href="http://gutefabrik.com/blog/?p=2233">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p style="text-align: right;"><a href="http://penny-arcade.com/report/article/18-players-one-empty-room-and-a-new-game-type-joust-comes-to-pax"><img class="aligncenter" alt="J.S. Joust at PAX Prime" src="http://hw1.pa-cdn.com/par/img/editorial/joustpax_10.jpg" width="574" height="378" /></a>J.S. Joust at PAX Prime 2012 (<em>photo via <a href="http://penny-arcade.com/report/article/18-players-one-empty-room-and-a-new-game-type-joust-comes-to-pax">Penny Arcade Report</a></em>)</p>
<p>&nbsp;</p>
<p>Heading to PAX East?</p>
<p>We&#8217;re running an official <a href="http://east.paxsite.com/schedule/panel/j.s.-joust-tournament">Johann Sebastian Joust tournament</a> this <strong>Saturday, March 23, from 7pm to 9pm</strong>. Get there early if you&#8217;re participating!</p>
<p>The tournament is open to 48 players and will feature <strong>teams</strong> of three! (so, 16 teams)</p>
<p>Sign-ups begin Saturday morning at 10am. Interested players should head to the Console Tournament room to sign-up. It&#8217;s best to sign up with a team, but if you don&#8217;t have one, sign-up anyway and we&#8217;ll try to find you a team (but no promises!)l</p>
<p>Logistical info <a href="http://east.paxsite.com/schedule/panel/j.s.-joust-tournament">here</a>, and more info about the tournament structure after the jump.</p>
<p><span id="more-2233"></span></p>
<p>The tournament will consist of four rounds:</p>
<p><strong>Round 1:</strong> Four groups of four teams facing off (3v3v3v3)<br />
<strong>Round 2:</strong> Two groups of four teams facing off (3v3v3v3)<br />
<strong>Semi-Finals:</strong> Two groups of two teams facing off (3v3)<br />
<strong>Finals:</strong> Two teams face off (3v3)</p>
<p>Yup, that&#8217;s 12 people in the arena at once! (at least in Rounds 1 and 2). Should be exciting.</p>
<p>In Rounds 1 and 2, the top two teams from each group move on. First, the group plays a match and the winners move on. Then, the losing three teams play another match, and the winner of that moves on as well.</p>
<p>No advanced features (e.g. invincibility), as I want to keep the games relatively simple.</p>
<p>Some additional ground rules that I&#8217;ll be refereeing:</p>
<p>&#8211; No kicking above knee height<br />
&#8211; No excessive roughness or intentional shots to the face<br />
&#8211; No leaving the arena<br />
&#8211; Player must stop attacking when they&#8217;re eliminated<br />
&#8211; Must hold controller (or strap) at all times<br />
&#8211; If no winner after 5 minutes, Sudden Death w/ high controller sensitivity</p>
<p>I wanted to try teams for this tournament in order to balance out the competitiveness with a dose of camaraderie. Plus, good team coordination is one way to compensate for any height advantage and so forth.</p>
<p>That&#8217;s about it! I hope some of you will join us. I haven&#8217;t tried this particular format yet, and so I&#8217;m excited to see how it goes.</p>
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		<item>
		<title>Doug&#8217;s Favorite &#8220;Games&#8221; of 2012</title>
		<link>http://gutefabrik.com/blog/?p=2114&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dougs-favorite-games-of-2012</link>
		<comments>http://gutefabrik.com/blog/?p=2114#comments</comments>
		<pubDate>Mon, 04 Feb 2013 15:56:21 +0000</pubDate>
		<dc:creator>Doug</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Folk Games]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[Sportsfriends]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2114</guid>
		<description><![CDATA[Yup, that&#8217;s my leg/shoe in the very bottom of the frame. &#160; Now that we&#8217;re one month into the new year, I want to take a moment to reflect back on my favorite games of 2012. In 2011, I published &#8230; <a href="http://gutefabrik.com/blog/?p=2114">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p style="text-align: right;"><a href="http://www.flickr.com/photos/officialgdc/6817781510/in/set-72157629173254348"><img class="aligncenter size-full wp-image-2120" title="Slap Poker" src="http://gutefabrik.com/blog/wp-content/uploads/2013/02/6817781510_024068a9fc_o_small-e1359797312188.jpg" alt="" width="600" height="399" /></a><em>Yup, that&#8217;s my leg/shoe in the very bottom of the frame.</em></p>
<p>&nbsp;</p>
<p>Now that we&#8217;re one month into the new year, I want to take a moment to reflect back on my favorite games of 2012.</p>
<p>In 2011, I published <a href="http://gutefabrik.com/blog/?p=1064">this list</a> of my favorite games of that year. I feel like it was a pretty solid list, but this year I wanted to do something a bit different.</p>
<p>All too often, we talk about &#8220;games&#8221; as objects, systems, products &#8211; as readily identifiable <em>things</em> that we can evaluate in the abstract or download onto our computers. That isn&#8217;t untrue, but games are <em>also</em> so much more. They&#8217;re <em>events</em>; social contexts; play enacted by specific groups of people; particular moments in time.</p>
<p>Colloquially, there&#8217;s another meaning of the word &#8220;game&#8221; &#8211; game as a specific instance of play, a specific match, i.e. <em>&#8220;Did you see the Knicks <strong>game </strong>last night?&#8221;</em> It&#8217;s what Bernie DeKoven means when he talks about the &#8220;<a href="https://vimeo.com/30905280">well-played game</a>.&#8221;</p>
<p>In this post, I want to pay tribute to my favorite &#8220;games&#8221; of 2012 &#8211; specific performances, instances, and events that really <em>meant</em> something to me. The list is admittedly idiosyncratic, subjective, and a little self-indulgent. And that&#8217;s the way it should be, I feel (um, unless you&#8217;re a journalist or something), because games, at their best, are deeply personal affairs. Games generate <em>memories</em>, and I want to share some of mine with you.</p>
<p>(Note that I&#8217;ve deliberately left out any games of Johann Sebastian Joust, which I want to deal with in a separate post)</p>
<p><span id="more-2114"></span></p>
<p>&nbsp;</p>
<p><strong>11.) 0space sleepover in Boston</strong></p>
<p><iframe src="http://www.youtube.com/embed/Gfwqkj9Jljc?rel=0" frameborder="0" width="600" height="450"></iframe></p>
<p>It&#8217;s 2am on a Friday night and me, <a href="https://twitter.com/@RamiroCorbetta">Ramiro</a>, <a href="https://twitter.com/@cokefetus">Dan</a>, and <a href="https://twitter.com/@EdibleToaster">Arthur</a> are still in Ramiro&#8217;s hotel room, awkwardly sprawled out on his king-size bed. We&#8217;re playing <a href="http://teknopants.com/2012/04/0space/">0space</a> &#8211; a wickedly fun local multiplayer shooter by Beau &#8220;<a href="http://teknopants.com/">teknopants</a>&#8221; Blyth. <a href="https://twitter.com/@tha_rami">Rami</a> is there too, but he&#8217;s already fast asleep on the couch beside us. The five of us have all traveled to Boston for PAX East, but instead of hitting the conference party circuit, we&#8217;ve elected to stay in and play games.</p>
<p>Conferences like PAX East can be exhilarating, but they can also be stressful and exhausting. You give a lecture, or participate on a panel. You exhibit your game, talking to fans and press all day. Maybe you even chase publishers. You try to catch up with all your colleagues (a futile endeavor), and you try make new friends too. You stay out late, drinking, networking, partying. Then you wake up early and do it all again.</p>
<p>Except not this night. This night we&#8217;re shunning the rest of the world, and instead we&#8217;re basking in the simple joy of 0space, a brilliant 2-4 player game with a superb sense of pacing and a lot of strategic depth. For the first time in years, I feel like I&#8217;m at a high school sleepover &#8211; one of those nights where you and a few close friends would stay up until sunrise playing GoldenEye, or Super Smash Brothers. I feel like a kid again.</p>
<p>In 2012, I showed my game to hundreds of fans, networked with other developers, did a lot of interviews, and even won several awards. But more than any of those professional achievements, what stands out in my memory are the more interstitial moments &#8211; hanging out with friends, shootin&#8217; the shit, playing games. There&#8217;s something special about games like 0space, and I hope that there will be more such 0space nights in my future.</p>
<p>(I also hope that Rami won&#8217;t fall asleep next time.)</p>
<p>&nbsp;</p>
<p><strong>10.) Hokra &#8220;World Championships&#8221;</strong></p>
<p><a href="http://www.flickr.com/photos/tigershungry/6938377334/in/set-72157629467342160"><img class="aligncenter size-full wp-image-2123" title="AOPATAD" src="http://gutefabrik.com/blog/wp-content/uploads/2013/02/6938377334_9210d5aed6_z-e1359797551251.jpg" alt="" width="600" height="398" /></a></p>
<p>Last year at GDC, I participated in the <a href="https://twitter.com/@phosfiend">Hokra</a> tournament at the <a href="http://www.allotherpartiesaretriteanddull.com/">AOPATAD</a> party. By early 2012 I had already played Hokra at a number of indie game parties, and I had become quite skilled at the game. At GDC, I wanted to <em>win</em>. More importantly, I wanted to &#8220;test&#8221; myself in the heat of public competition, and I wanted to have fun doing so!</p>
<p>I teamed up with <a href="http://fractgame.com/">FRACT</a> designer <a href="https://twitter.com/@phosfiend">Richard Flanagan</a>. Our strategy was simple: on offense we would stick together. I would take the ball, dribbling as best I could, while Richard would try to tackle our opponents to give me as much time as possible in the goal zone. Our strategy proved effective, and we made it all the way to the finals. The finals!</p>
<p>The championship match was a best-of-five affair. We lost the first round, but won the next two. Up 2-1, we were just one round from becoming champions.</p>
<p>Of course, we proceed to lose the next two rounds. Nevertheless, despite our loss, it was a memorable and deeply enjoyable experience.</p>
<p>Local multiplayer games, at their best, take the most positive aspects of teamwork and competition, and celebrate them through spectatorship and performative play. It&#8217;s the reason I&#8217;m so proud to have launched our <a href="http://sportsfriendsgame.com/">Sportsfriends</a> project last year. Competitive local multiplayer games are something worth championing.</p>
<p>&nbsp;</p>
<p><strong>9.) Incredible Scrollshooter at the Museum of Art &amp; Design</strong></p>
<p><iframe src="http://www.youtube.com/embed/83RmVZB_oiQ?rel=0&amp;start=72" frameborder="0" width="600" height="338"></iframe></p>
<p>One thing that disappointed me about a lot of Best of 2012 lists is that so many of them exclusively covered games as <em>products </em>- games that you can go out and download or buy. This is a shame, because one of the most exciting trends of the last few years has been the rising popularity of installation games &#8211; games designed for specific events, setups, and places; games that you can&#8217;t just download onto your laptop.</p>
<p>In 2012, one of the most straight-up <em>fun</em> games I played was one such installation game &#8211; a piece called Infinite Scrollshooter, by <a href="http://en.wikipedia.org/wiki/Keita_Takahashi">Keita Takahashi</a> (of Noby Noby Boy fame) and <a href="http://www.ivansafrin.com/">Ivan Safrin</a>. On the surface of things, Infinite Scrollshooter is a rather generic <a href="http://en.wikipedia.org/wiki/Shoot_%27em_up">shmup</a> game for up to 4 players. The twist, though, is that game is played on a whole <em>series</em> of television screens placed around the room. You carry a wireless controller, and when you navigate your ship past the edge of the screen, you have to run a few steps forward to the next screen.</p>
<p>The result is a kind of mashup of Gradius and B.U.T.T.O.N. &#8211; a competitive videogame that initially feels familiar, but inevitably devolves into a physical scramble. I should also mention that <a href="https://www.facebook.com/babycastles">Babycastles</a> did a superb job building the &#8220;course&#8221; that housed the screens. For example, check out the <a href="http://www.youtube.com/watch?v=83RmVZB_oiQ#t=01m31s">wild tunnel</a> through which players had to scamper.</p>
<p>A few weeks ago, I tweeted that I wanted to see more installation games like Infinite Scrollshooter on Best Of lists. Immediately, I received a number of objections. One concern was that a game like Infinite Scrollshooter is somewhat &#8220;elitist&#8221; &#8211; after all, it was only up and running for one weekend, and only in New York City. Why bother recommending a game that nobody can play anymore?</p>
<p>As you can imagine, I strongly disagree with this line of thinking. There&#8217;s a <em>lot</em> to say on this issue &#8211; too much for this blog post. One point I do want to make, though, is that it can be enjoyable to just read about and think about a game in the abstract, even if you can&#8217;t play it. One relevant example here is <a href="http://www.vlambeer.com/2011/01/31/r-i-p-glitchhiker/">GlitchHiker</a> &#8211; a game that I never got to try myself, but a concept that is inspiring to me as a designer and player of games.</p>
<p>So when somebody like me enthusiastically gushes about a game like Infinite Scrollshooter, the point is less about the game itself and more about<em> the possible futures that concept suggest</em>s. The critical point here is that <em>you too</em> could build an installation game in your own community. That&#8217;s why it&#8217;s so important that we continue to talk about games like Infinite Scrollshooter. Just because you can&#8217;t distribute or sell a game doesn&#8217;t mean it isn&#8217;t worthwhile. Quite the opposite, sometimes the best games of them all are the most ephemeral ones &#8211; games you and your friends make for <em>your </em>own context.</p>
<p>&nbsp;</p>
<p><strong>8.) Full-Contact Tic-Tac-Toe w/ Kotaku&#8217;s Stephen Totilo</strong></p>
<p>One of my proudest moments of 2012 was improvising a very physical version of Tic-Tac-Toe, on the spot, during the Game Developers Choice Awards.</p>
<p>The moment was caught on video, and you can totally watch it <a href="http://kotaku.com/5893240/is-tic+tac+toe-a-great-game-i-battled-some-of-the-worlds-best-video-game-creators-to-find-out">here</a>.</p>
<p>The story is, <a href="https://twitter.com/stephentotilo">Stephen Totilo</a> (Editor-in-Chief of Kotaku) was interviewing every developer who won a Game Developers Choice Award. But instead of just interviewing them, he decided to give each of them a challenge. He&#8217;d ask each winner to re-design Tic-Tac-Toe, on the spot.</p>
<p>Stephen did <em>not</em> know what he was getting himself into when he asked me.</p>
<p>Riffing on my work designing physical games like <a href="http://gutefabrik.com/button.html">B.U.T.T.O.N.</a>, I immediately thought about Around the World &#8211; a party game played around a ping pong table (in <a href="http://www.youtube.com/watch?v=J9HmZhULd8k">Around the World</a>, you have to run to the other side of the table after you take your turn). Stephen happened to be sitting at a circular table, and so I improvised the following mod: after drawing your &#8216;X&#8217; or &#8216;O&#8217; you have to run one full revolution around the table before you can take your next turn. The catch is, if you can somehow overtake your opponent in the race around the table (e.g. by wrestling them out of the way), you can take two turns in a row.</p>
<p>Predictably, I ended up roughhousing Stephen &#8211; the editor of Kotaku! &#8211; into the table.</p>
<p>And the cherry on top, so to speak, was Stephen&#8217;s final exasperated remark:<em> &#8220;oh, go innovate somewhere else!&#8221;</em><br />
<strong><br />
</strong><strong><br />
7.) Acro-yoga with Marek<br />
</strong></p>
<p><a href="http://gutefabrik.com/blog/wp-content/uploads/2013/02/acro-yoga.jpg"><img class="aligncenter size-full wp-image-2115" title="Acro-yoga w/ Marek" src="http://gutefabrik.com/blog/wp-content/uploads/2013/02/acro-yoga-e1359795885883.jpg" alt="" width="600" height="450" /></a>It&#8217;s a sunny April afternoon in Berlin, and I&#8217;m walking through Tempelhof Park with my friends Joanna, Natalie, and <a href="https://twitter.com/@Plichta">Marek</a> (the artist behind award-winning indie game <a href="http://www.spacesofplay.com/spirits/">Spirits</a>). Marek tell us he has a surprise for us, but he won&#8217;t tell us what.</p>
<p>Finding an open space on the grass, Marek gets down on his back, sticks up his legs, and tells me to lean on his feet.<br />
<em><br />
Um, what?</em></p>
<p>Marek begins to guide me through a complex sequence of body contortions. Finally, as if by magic, I find myself hovering over Marek, supported by nothing more than his legs. I feel like I&#8217;m flying, and the experience is equal parts astounding and exhilarating.</p>
<p>The activity is called <a href="http://www.youtube.com/watch?v=bMMlzQsQPk4">acro-yoga</a>, and Marek happens to be an excellent guide. Joanna and I took turns &#8220;riding&#8221; Marek&#8217;s legs, attempting to hold precarious yet majestic poses for as long as we can. Acro-yoga is as much about trust and communication as it is about physical skill. Like the best motion control games, playground games, and sports, it gives you the kind of &#8220;rush&#8221; that comes from tackling challenges that are simultaneously mental and physical in nature.</p>
<p>Call it what you want, but the whole activity felt rather game-like to me. One of my most memorable experiences of 2012.<strong></strong></p>
<p>&nbsp;</p>
<p><strong>6.) Late-night Cart Life</strong></p>
<p><iframe src="http://www.youtube.com/embed/lFxeU8swXUc?rel=0" frameborder="0" width="600" height="450"></iframe></p>
<p>I was absolutely <em>thrilled</em> to see <a href="https://twitter.com/@RichardHofmeier">Richard Hofmeier&#8217;s</a> &#8220;retail simulation&#8221; game <a href="http://richardhofmeier.com/cartlife/">Cart Life</a> make IGF this year. Technically, the game came out in 2011, but I would argue that it only finally &#8220;came into its own&#8221; in 2012. If you follow me on <a href="https://twitter.com/doougle">Twitter</a>, you know just how impressed I am with the game.</p>
<p>There&#8217;s no way I could write about Cart Life as eloquently as Joel from Electron Dance has already, so for the most part I&#8217;ll defer to <a href="http://www.electrondance.com/ahead-the-stars/">his essays</a> on the game.</p>
<p>(I also recommend you read <a href="http://www.eurogamer.net/articles/2013-01-24-cart-life-the-only-thing-that-changed-was-me">this superb Eurogamer interview</a> with Richard)</p>
<p>What I do want to mention, though, is that I distinctly remember the night I first tried Cart Life. I was on vacation, and I stayed up most of the night playing through Melanie&#8217;s story. As JP LeBreton so eloquently <a href="https://twitter.com/vectorpoem/status/297564518513508353">put it</a>, to play Cart Life is to feel &#8220;cracked across the jaw by moments of blinding empathy.&#8221;</p>
<p>It&#8217;s true that Cart Life employs game system, mechanics, and repetitive interactions to create a media experience that feels fresh and original. However, what I remember most are the little vignettes and beautiful animations sprinkled across the game &#8211; the conversations you have with your daughter; the smalltalk you make with your patrons; the nightmares Melanie suffers each night; that heart-wrenching cutscene of Melanie preparing for bed each night.</p>
<p>Cart Life stands as a real triumph in the pursuit of videogames as sophisticated cultural form. You can download it <a href="http://richardhofmeier.com/cartlife/">here</a>. Give yourself the gift of your own late night session.</p>
<p>Oh, and don&#8217;t miss<strong> </strong>Richard&#8217;s irreverent <a href="http://www.youtube.com/watch?v=Mgcti9WUEu8">Cart Life trailer</a> from IndieCade.</p>
<p>&nbsp;</p>
<p><strong>5.) Linsanity</strong></p>
<p><iframe src="http://www.youtube.com/embed/8iWWFk6TX18?rel=0&amp;start=370" frameborder="0" width="600" height="338"></iframe></p>
<p>It&#8217;s some ungodly hour of the night, and I&#8217;m still up, sitting in my room in Copenhagen, streaming the Knicks-Lakers game on my laptop. I&#8217;ve stayed up to watch the game because basketball phenomenon Jeremy Lin is at the apex of his improbable rise from bench warmer to superstar, and he is <em>torching</em> the Lakers. It&#8217;s like watching a real-life fairytale.</p>
<p><a href="http://en.wikipedia.org/wiki/Jeremy_Lin">The story of Jeremy Lin</a> is as inspiring as it is unbelievable. An Asian-American point guard &#8211; out of Harvard, of all universities &#8211; comes out of nowhere to assert his gutsy, fast-tempo style of basketball on the NBA. Though short-lived, the era of &#8220;Linsanity&#8221; was particularly enjoyable for me as a lifelong Knicks fan. For the first time since 1999, the Knicks were finally <em>relevant</em> again.</p>
<p>In that aforementioned, now-classic Knicks-Lakers game, there is <a href="http://www.youtube.com/watch?v=8iWWFk6TX18">this one moment</a> in the 4th quarter where Jeremy Lin sinks a dagger three from the corner. Madison Square Garden <em>explodes</em>, and sportscaster Mike Breen exclaims: &#8220;The Jeremy Lin show continues here at Madison Square Garden!&#8221; Jeremy Lin ends up scoring an eye-popping 38 points, and the Knicks win.</p>
<p>(Also see <a href="http://www.youtube.com/watch?v=rR3NhE8fBs8">his <em>absolutely fearless</em> game winner</a> against Toronto)</p>
<p>No matter what Lin does with the rest of career (sadly, he signed with the Rockets in the off-season), Knicks fans will always remember his unlikely transformation into New York City hero. It&#8217;s the kind of story that sports and games so excel at producing. It&#8217;s also a useful reminder of how important <em>spectatorship </em>is to the past, present, and future of games, as well as how inseparable games are from issues of race, identity, and culture.</p>
<p>&nbsp;</p>
<p><strong>4. Proteus: &#8220;Frog God&#8221; trampoline mod</strong></p>
<p><iframe src="http://www.youtube.com/embed/JXXcjCIop5c?rel=0" frameborder="0" width="600" height="338"></iframe></p>
<p>I already featured exploration game <a href="http://www.visitproteus.com/">Proteus</a> in my <a href="http://gutefabrik.com/blog/?p=1064">Best of 2011 list</a>. But I would argue that our trampoline mod (affectionately dubbed the &#8220;Frog God&#8221; mod), is something different. Or, at least it felt that way to me.</p>
<p>This past August, a group of friends and I headed to the Danish countryside for a week-long game-making retreat. My roommate <a href="https://twitter.com/@holmgard">Christoffer</a> and I brought with us two 4-meter (!) trampolines. The plan was to spend the week making trampoline-controlled games.</p>
<p>While <a href="https://twitter.com/@bfod">Bennett</a>, <a href="https://twitter.com/@flberger">Florian</a>, and <a href="https://twitter.com/@v21">George</a> worked on their games, I worked on transforming the trampolines into Unity-enabled game controllers. Using two gryoscopes sown underneath each trampoline, I wrote a program that would detect when the player bounced on the trampoline, and how hard they bounced.</p>
<p>Among several other games (see <a href="http://www.youtube.com/watch?v=xZ-AUO-Y7tk">here</a>, <a href="http://www.youtube.com/watch?v=VvUI5mZfkWk">here</a>), George prepared a mod of Proteus in which you play <em>as one of the frogs</em> (thanks to <a href="https://twitter.com/@edclef">Ed Key</a> for the support!) The frog bounces when you do, and its jump height depends on the strength of the jump. Holding two wireless controllers, one in each hand, you use buttons to control which direction your avatar looks and moves. We set it up at night, with a large projection of the game world on the side of the house.</p>
<p>The experience was nothing short of <em>magical</em>. <a href="http://www.davidkanaga.com/">David Kanaga&#8217;s</a> music and sounds melded beautifully into the soundscape of the <em>real</em> summer evening &#8211; the sound of the nearby sea, the crickets, the wind. Under a starry sky, we took turns jumping, giant grins plastered across our faces. I distinctly remember one moment with George on the trampoline, <a href="https://twitter.com/@tigershungry">Marie</a> and I gazing on in total wonder.</p>
<p>Jumping on that trampoline in that context, or even just watching someone else do it, was an experience of unbridled joy. And that joy was further amplified by a sense of accomplishment. <em>We</em> had hacked this thing together (um, aside from the game itself), and boy did the fruits of our labor taste good.</p>
<p>(Honorable mention: the <a href="http://www.youtube.com/watch?v=ymph0ifdql8#t=07m42s">Proteus chill-out room</a> at the AOPATAD party, which fostered a similar experience of wonder)</p>
<p>&nbsp;</p>
<p><strong>3. Kaizo Mario 3</strong></p>
<p><iframe src="http://www.youtube.com/embed/tmfvpiTWStA?rel=0" frameborder="0" width="600" height="450"></iframe></p>
<p>You&#8217;ve seen Kaizo Mario (a.k.a. <a href="http://www.youtube.com/watch?v=r86NLwCYXfk">&#8220;Asshole Mario&#8221;</a>) before, right?</p>
<p>In 2012, fans were blessed with a new, <a href="http://www.youtube.com/watch?v=dwVpxttsKII">third installment</a> of that brutal, maniacal mod of Super Mario World. It is <em>hilarious</em> &#8211; one of the very funniest games of the year.</p>
<p>I do use the word &#8220;game&#8221; here in the &#8220;particular instance&#8221; sense of the word. Yes, Kaizo Mario 3 is a game you can download and play in your emulator. But, as I write about at length in Chapter 2 of <a href="http://gutefabrik.com/blog/?p=1907">my PhD dissertation</a>, Kaizo Mario also stands as a testament to one <em>specific </em>playthrough. Supposedly, the series was designed by T. Takemoto for his friend and expert player R. Kiba. Kaizo Mario, at its core, is an adversarial matchup of a designer vs. a player.</p>
<p>The &#8220;Asshole Mario&#8221; video series does an excellent job conveying this adversarial matchup. What&#8217;s so brilliant about the videos is that they step us through the story (whether fictional or not) of Kiba&#8217;s triumphs and tribulations. As viewers, we can really <em>feel</em> Kiba&#8217;s frustration every time he falls for another one of Takemoto&#8217;s traps. The tragicomic nature of Kiba&#8217;s struggles is nowhere more clear than when the videos devolve into death montages of failure after failure, juxtaposed in rapid succession. Like all the best slapstick comedy, the Asshole Mario 3 videos elicit a strange combination of empathy and black humor.</p>
<p>The highlight of the new installment is surely <a href="http://www.youtube.com/watch?v=tmfvpiTWStA">Stage 9</a> &#8211; an ingenious series of challenges that require a keen sense of observation and a superhuman sense of timing. And don&#8217;t miss <a href="http://www.youtube.com/watch?v=oYHlznTM2zo">the final boss fight</a>, which stands as an unbelievably impressive feat of platforming skill. Like, you can&#8217;t help but laugh when the Magikoopa appears.</p>
<p>The other takeaway here is that you don&#8217;t actually have to play a game yourself to enjoy it. I&#8217;ll probably never play Kaizo Mario 3 myself, and yet it&#8217;s still one of my favorite games of the year. Spectatorship provides its own pleasures, and we should remember that games are consumed and enjoyed in a variety of ways.</p>
<p>&nbsp;</p>
<p><strong>2. Spelunky ritual with Nifflas</strong></p>
<p style="text-align: left;"><a href="http://gutefabrik.com/blog/?p=2016"><img class="aligncenter size-full wp-image-2019" title="Nifflas' Miracle Spelunky Run" src="http://gutefabrik.com/blog/wp-content/uploads/2012/10/IMG_0021-edited-e1349453438261.jpg" alt="" width="600" height="417" /></a>I&#8217;ve already written at length about my <a href="http://spelunkyworld.com/">Spelunky</a> ritual with my friend Nifflas, <a href="http://gutefabrik.com/blog/?p=2016">here</a>. Suffice to say, those daily (um, nightly) Spelunky adventures are some of the fondest gaming memories I have. Our ritual speaks to the way games can help nurture traditions, personal victories, friendships.</p>
<p>And, for the record, I do think Spelunky is a <em>fantastic </em>spectator game. Like my hero <a href="http://plato.stanford.edu/entries/arendt/" target="_blank">Hannah Arendt</a> puts it: <em>“The presence of others who see what we see and hear what we hear assures us of the reality of the world and ourselves.”</em></p>
<p>&nbsp;</p>
<p><strong>1.) Slap Poker at the Game Developers Choice Awards</strong></p>
<p><a href="http://gutefabrik.com/blog/wp-content/uploads/2013/02/6963589859_b1b8a6d1b7_o_small.jpg"><img class="aligncenter size-full wp-image-2121" title="Slap Poker" src="http://gutefabrik.com/blog/wp-content/uploads/2013/02/6963589859_b1b8a6d1b7_o_small-e1359797403613.jpg" alt="" width="600" height="400" /></a>I&#8217;ve never felt very comfortable at award shows. Awards are a great honor, of course, but professional achievements are never as meaningful or satisfying as those &#8220;smaller&#8221; moments of genuine person-to-person connection. That might sound cheesy, but I swear it&#8217;s the truth.</p>
<p>So while I can understand why other devs would recite their heartfelt thanks on the <a href="http://www.igf.com/2012finalistswinners.html#finalists">IGF</a>/<a href="http://www.gamechoiceawards.com/archive/gdca_12th.html">GDCA</a> stage, I can&#8217;t fully relate. I certainly felt grateful to a great many people, but I didn&#8217;t feel like I could adequately express that gratitude on stage, in less than a minute. Instead, I started thinking of ways I might subvert the typical &#8220;red carpet&#8221; proceedings, and do so in a way that was positive and fun for everyone involved.</p>
<p>Initially, I had thought that we might play J.S. Joust on stage if we won any awards. But <a href="http://www.flickr.com/photos/indiecade/6329014686/in/set-72157627964160291">we had already done that</a> at IndieCade 2011, and it felt a little too self-promotional. I decided that the best thing to do would be to run a simple folk game that I could explain in less than 30 seconds. I immediately knew that the game had to be <a href="http://gutefabrik.com/blog/?p=1140">Slap Poker</a>, a raucous, spectator-friendly game by my friend Ramiro Corbetta. The great thing about folk games like Slap Poker is that they&#8217;re portable, theatrical, and easy to explain.</p>
<p>We almost decided against it. In fact, we almost skipped out on the ceremony altogether to go setup at that night&#8217;s AOPATAD party! But in a last minute gametime decision, I went and found Ramiro and told him that we would indeed stage the game in the unlikely scenario that J.S. Joust won. After all, I hadn&#8217;t won any IGF awards, and <em>surely</em> I wouldn&#8217;t win a GDCA award, right?</p>
<p>Wrong:</p>
<p><iframe src="http://www.youtube.com/embed/RqIfnK0c1DI?rel=0&amp;start=2385" frameborder="0" width="600" height="338"></iframe></p>
<p>Of everything I did in 2012 &#8211; and that includes completing my PhD &#8211; I am most proud of that moment playing Slap Poker on stage. It felt great to have a little fun with my moment in the spotlight, and it felt even better to use that opportunity to show the world a brilliant game by one of my good friends.</p>
<p>Because ultimately, gratitude isn&#8217;t just something expressed in words &#8211; it&#8217;s also a way of living, being, <em>playing</em>.</p>
<p>(And because sometimes, the best way to thank someone is to <em>slap them in the face! </em>And <a href="http://gutefabrik.com/blog/?p=1907">kick</a><a href="http://gutefabrik.com/blog/?p=1907"> them</a>, too.)</p>
<p>&nbsp;</p>
<p><strong>Bonus!</strong></p>
<p>And, because I can&#8217;t resist, here are some other games (in the more familiar sense of the word) that left a lasting impression on me in 2012: <a href="http://www.barabariball.com/">BaraBariBall</a>, <a href="http://www.foddy.net/GetOnTop.html">Get on Top</a>, <a href="http://www.foddy.net/CLOP.html">CLOP</a>, <a href="http://mightyvision.blogspot.co.uk/2012/08/vesper5.html">VESPER.5</a>, <a href="https://itunes.apple.com/us/app/glitch-tank/id490257878?mt=8">Glitch Tank</a>, <a href="http://www.dyadgame.com/">Dyad</a>, <a href="http://www.vlambeer.com/index.php?tag=luftrauser">LUFTRAUSERS</a>, <a href="http://nifflas.ni2.se/?page=Knytt+Underground">Knytt Underground</a>, <a href="http://www.twitch.tv/idlethumbs/b/337403130">TENNNES</a>, <a href="http://mcpixel.com/">McPixel</a>, <a href="http://www.gorogoa.com/">Gorogoa</a>, <a href="http://www.madparker.com/recurse/">Recurse</a>, <a href="http://www.gameofclairvoyance.com/">Clairvoyance</a>, <a href="http://en.wikipedia.org/wiki/Crokinole">Crokinole</a>.</p>
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		<title>Doug&#8217;s Favorite Music of 2012</title>
		<link>http://gutefabrik.com/blog/?p=2186&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dougs-favorite-music-of-2012</link>
		<comments>http://gutefabrik.com/blog/?p=2186#comments</comments>
		<pubDate>Sun, 03 Feb 2013 19:13:25 +0000</pubDate>
		<dc:creator>Doug</dc:creator>
				<category><![CDATA[Music]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2186</guid>
		<description><![CDATA[&#160; Last year, I posted a list of my favorite music of 2011. I guess I should post my 2012 favorites too, huh? Better late than never! &#160; Favorite Tracks of 2012: 1. Discoverer &#8211; Circular Motherboard [retro-futuristic] 2. Panabrite &#8230; <a href="http://gutefabrik.com/blog/?p=2186">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.visitproteus.com/proteus-live/"><img class="aligncenter size-full wp-image-2190" title="preshowmix" src="http://gutefabrik.com/blog/wp-content/uploads/2013/02/preshowmix1-e1359876842394.jpg" alt="" width="600" height="469" /></a></p>
<p>&nbsp;</p>
<p>Last year, I posted a list of my <a href="http://gutefabrik.com/blog/?p=989">favorite music of 2011</a>. I guess I should post my 2012 favorites too, huh? Better late than never!</p>
<p>&nbsp;</p>
<p><strong>Favorite Tracks of 2012:</strong></p>
<p>1. <a href="http://digitalisrecordings.bandcamp.com/track/circular-motherboard">Discoverer &#8211; Circular Motherboard</a> [retro-futuristic]<br />
2. <a href="http://digitalisrecordings.bandcamp.com/track/index-of-gestures">Panabrite &#8211; Index of Gestures</a> [kosmische, synth]<br />
3. <a href="https://soundcloud.com/shigeto/huron-river-drive">Shigeto &#8211; Huron River Drive</a> [beat]<br />
4. <a href="http://digitalisrecordings.bandcamp.com/track/data-pool">Discoverer &#8211; Data Pool</a> [retro-futuristic]<br />
5. Lone &#8211; Stands Tidal Waves [<a href="http://www.youtube.com/watch?v=rsR33BbDGhs">album preview</a>] [ambient]<br />
6. Lone &#8211; New Colour [<a href="http://www.youtube.com/watch?v=rsR33BbDGhs">album preview</a>] [dance]<br />
7. Efterklang &#8211; Dreams Today [<a href="https://vimeo.com/44683198">preview/video</a>] [indie]<br />
8. <a href="https://soundcloud.com/apollo-records/synkro-memories-of-love">Synkro &#8211; Memories of Love</a> [r&amp;b-ambient]<br />
9. Studiocanoe &#8211; Discipline [<a href="http://boomkat.com/downloads/548597-studiocanoe-soothe">album samples</a>] [indie]<br />
10. <a href="https://soundcloud.com/ssgmusic/ssg-music-premiere-james-blackshaw">James Blackshaw &#8211; Her Smoke Rose Up Forever</a> [acoustic guitar]</p>
<p>Ten more tracks (and more music favorites) after the jump!</p>
<p><span id="more-2186"></span></p>
<p>11. <a href="https://soundcloud.com/matthewhalsall/matthew-halsall-journey-in">Matthew Halsall &#8211; Journey In Satchidananda</a> [jazz]<br />
12. <a href="https://soundcloud.com/djfryer/for-a-breath-i-tarry?in=djfryer/sets/the-greg-foat-group-girl-and">Greg Foat Group &#8211; For a Breath I Tarry</a> [jazz]<br />
13. <a href="http://open.spotify.com/track/4WoTDxIxa3ZDcfiI0O7112">Ametsub &#8211; Sun of Madrid</a> [ambient]<br />
14. <a href="http://open.spotify.com/track/13hCt0MFTwQw3o16QYhQSr">Ametsub &#8211; Muffled Blue</a> [electronica]<br />
15. Machinedrum &#8211; From Now On [<a href="http://www.planet.mu/discography/ZIQ317">album samples</a>] [dance]<br />
16. <a href="http://wakingaida.bandcamp.com/track/underwater-level">Waking Aida &#8211; Underwater Level</a> [post-rock]<br />
17. <a href="http://open.spotify.com/track/5K5Dj9Axz01lPN72ZmAK8c">Dam Mantle &#8211; Blueberry</a> [beat]<br />
18. <a href="http://disasterpeace.com/track/nocturne">Disasterpeace &#8211; Nocturne</a> [videogame]<br />
19. <a href="http://christinavantzou.bandcamp.com/track/the-adversary-of-evil-budd-bonus-track-from-the-dead-texan">The Dead Texan &#8211; The Adversary of Evil Budd</a> [ambient]<br />
20. <a href="https://vimeo.com/35323077">Matthew Bourne &#8211; Infinitude</a> [piano]</p>
<p>&nbsp;</p>
<p><strong>Favorite Music Video of 2012:</strong></p>
<p><iframe src="http://www.youtube.com/embed/sspN0XcHh7o?rel=0" frameborder="0" width="600" height="338"></iframe></p>
<p>&nbsp;</p>
<p><strong>Favorite Label of 2012:</strong></p>
<p><strong></strong><a href="http://www.digitalisindustries.com/music/">Digitalis Records</a></p>
<p>What a year for Digitalis! My two favorite albums of 2012, Panabrite&#8217;s <a href="http://digitalisrecordings.bandcamp.com/album/soft-terminal">Soft Terminals</a> and Discoverer&#8217;s <a href="http://digitalisrecordings.bandcamp.com/album/tunnels">Tunnels</a>, were both on the Digitalis imprint. And beyond those two albums, Digitalis released an impressive range of new forward-thinking music and wild reissues (including <a href="http://digitalisrecordings.bandcamp.com/album/heliograms">this</a> Jean Piché record). Bravo!</p>
<p>&nbsp;</p>
<p><strong>Favorite Mix of 2012:</strong></p>
<p><a href="https://soundcloud.com/stander/proteus-gamecity-7-mix-david">David Kanaga &#8211; Proteus GameCity 7 Mix</a> [<a href="http://www.visitproteus.com/proteus-live/">tracklist &amp; background</a>]</p>
<p>Alice Coltrane, Bibio, Brian Eno, J.S. Bach, Ravel, and more &#8211; interspersed with snippets of music from <a href="http://www.visitproteus.com/">Proteus</a> composer <a href="http://www.davidkanaga.com/">David Kanaga</a>. It doesn&#8217;t get much better than that, folks.</p>
<p>&nbsp;</p>
<p><strong>Favorite Music Discovery of 2012:</strong></p>
<p><a href="http://dublab.com/rbma-radio-saved-from-the-fire-the-ashram-tapes-of-alice-coltrane-by-frosty/">Alice Coltrane &#8211; Turiya Sings</a> (1982)</p>
<p>Of all the music I learned about in 2012, the album that made the biggest impact on me is <a href="http://www.twitteringmachines.com/2010/12/alice-coltrane-turiya-sings/">this</a> obscure gem from Alice Coltrane. I learned about the album through a tweet from <a href="https://twitter.com/__SHIGETO">Shigeto</a> and was immediately spellbound. It&#8217;s difficult to even classify the music &#8211; not quite jazz, not quite chant, not quite new age, but something wholly original, and deeply spiritual. I was already a big Alice Coltrane fan, but this album surely cements her place as one of the most versatile musicians of the 20th centuries.</p>
<p>My personal favorite track is &#8220;Yamuna Tira Vihari&#8221; but the whole thing is stunning. Required listening!</p>
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		<title>Alpenland – Concept Part 6</title>
		<link>http://gutefabrik.com/blog/?p=2097&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=alpenland-%25e2%2580%2593-concept-part-6</link>
		<comments>http://gutefabrik.com/blog/?p=2097#comments</comments>
		<pubDate>Mon, 31 Dec 2012 17:40:13 +0000</pubDate>
		<dc:creator>Bernie</dc:creator>
				<category><![CDATA[Alpenland]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2097</guid>
		<description><![CDATA[&#160; Sunset in the valley of the Deerman. Concept work for Alpenland the comic book and video game. Alpenland loosely connects to Where is my Heart? (Alpenland Concept Part 5 here)]]></description>
				<content:encoded><![CDATA[<p>&nbsp;</p>
<p><a href="http://gutefabrik.com/blog/wp-content/uploads/2012/12/tower.jpg"><img class="alignnone size-full wp-image-2111" title="tower" alt="" src="http://gutefabrik.com/blog/wp-content/uploads/2012/12/tower.jpg" width="600" height="362" /></a></p>
<p>Sunset in the valley of the Deerman.</p>
<p>Concept work for <em>Alpenland </em>the comic book and video game. Alpenland loosely connects to <em><a href="http://gutefabrik.com/wimh.html">Where is my Heart?</a></em></p>
<p>(Alpenland Concept Part 5 <a href="http://gutefabrik.com/blog/?p=1938">here</a>)</p>
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		<title>We did it! You did it!</title>
		<link>http://gutefabrik.com/blog/?p=2203&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=we-did-it-you-did-it</link>
		<comments>http://gutefabrik.com/blog/?p=2203#comments</comments>
		<pubDate>Mon, 10 Dec 2012 22:13:32 +0000</pubDate>
		<dc:creator>Doug</dc:creator>
				<category><![CDATA[Sportsfriends]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2203</guid>
		<description><![CDATA[[Cross-posted from our Kickstarter page] (Thanks Ian for the gif suggestion) Now we get to finish all four [Sportsfriends] games and share them with all of you! It truly was a communal effort. Just when things were looking grim, all &#8230; <a href="http://gutefabrik.com/blog/?p=2203">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>[Cross-posted from our <a href="http://www.kickstarter.com/projects/gutefabrik/sportsfriends-featuring-johann-sebastian-joust">Kickstarter page</a>]</p>
<p><img class="aligncenter" title="Soccer!" src="http://i.minus.com/ibux3wFSxoKvRa.gif" alt="" width="400" height="300" /></p>
<p>(Thanks <a href="https://twitter.com/robrotic/status/278104906659950592" target="_blank">Ian</a> for the gif suggestion)</p>
<p>Now we get to finish all four [<a href="http://www.kickstarter.com/projects/gutefabrik/sportsfriends-featuring-johann-sebastian-joust">Sportsfriends</a>] games and share them with all of you!</p>
<p>It truly was a communal effort. Just when things were looking grim, all of you helped fuel a big come-from-behind push. Some of you tweeted, others increased their pledge, others even published enthusiastic articles and videos about the games.</p>
<p>Suffice to say, we&#8217;re humbled and honored and, well, totally floored.</p>
<p>We want to thank all of you for all your enthusiasm and support. Special thanks to all our colleagues who gave us advice and contributed games, video testimonials, footage, photos, designs, music, help at events, and other support. We also want to thank the team at Sony&#8217;s Foster City office for championing the concept and making the PlayStation side of the project possible.</p>
<p>Looking to the future, we&#8217;re so, so excited to get these four games finished, and to share them with the broader world. If you contributed at the early alpha tier or above, expect to hear from us in the coming days about your Hokra and J.S. Joust builds. We plan to get those out this month, and then BaraBariBall in January. And then more rewards after that!</p>
<p>Your Best Sportsfriends Forever,</p>
<p>- Bennett, Ramiro, Noah, Doug -</p>
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		<title>Sportsfriends!</title>
		<link>http://gutefabrik.com/blog/?p=2093&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=sportsfriends</link>
		<comments>http://gutefabrik.com/blog/?p=2093#comments</comments>
		<pubDate>Tue, 13 Nov 2012 13:27:10 +0000</pubDate>
		<dc:creator>Doug</dc:creator>
				<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[J.S. Joust]]></category>
		<category><![CDATA[Sportsfriends]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2093</guid>
		<description><![CDATA[In case you missed the news, we&#8217;ve finally announced our release plans for Johann Sebastian Joust. We hope to release the game as a part of Sportsfriends &#8211; a compendium of four sports-themed local multiplayer games. The other games include &#8230; <a href="http://gutefabrik.com/blog/?p=2093">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/53045782?title=0&amp;byline=0&amp;portrait=0&amp;badge=0" frameborder="0" width="600" height="338"></iframe></p>
<p>In case you missed the news, we&#8217;ve finally announced our release plans for <em><a href="http://www.jsjoust.com/">Johann Sebastian Joust</a></em>. We hope to release the game as a part of <a href="http://sportsfriendsgame.com/"><em><strong>Sportsfriends</strong></em></a> &#8211; a compendium of four sports-themed local multiplayer games.</p>
<p>The other games include <em><a href="http://www.ramirocorbetta.com/hokra/">Hokra</a></em>, <em><a href="http://www.barabariball.com/">BaraBariBall</a></em>, and a new version of <a href="http://www.foddy.net/2011/11/poleriders/"><em>Pole Riders</em></a>.</p>
<p>We plan to bring the package to PlayStation 3, and then PC/Mac/Linux.</p>
<p>We&#8217;re crowd-funding <em>Sportsfriends</em> on <a href="http://www.kickstarter.com/projects/gutefabrik/sportsfriends-featuring-johann-sebastian-joust">Kickstarter</a> in order to raise funds to finish the games and hire expert programmers to port them. We&#8217;d love any support you feel like giving us!</p>
<p><span id="more-2093"></span>We&#8217;re very excited about <em>Sportsfriends</em>! I&#8217;m especially excited to be working with the designers of the other three games &#8211; Ramiro Corbetta, Noah Sasso, and Bennett Foddy. I&#8217;m a huge fan of all three designers, and of all three of their games. I&#8217;ve written before about my <a href="http://gutefabrik.com/blog/?p=1110">collaborations with Bennett</a>, and I&#8217;ve also written about <a href="http://gutefabrik.com/blog/?p=1064">how much I love </a><em>Hokra</em>. <em>BaraBariBall</em> and <em>Pole Riders</em> are brilliant too, and so I&#8217;m immensely excited to help release them to the general public.</p>
<p>It&#8217;s been a long road determining what we can and should do with <em>Johann Sebastian Joust</em>. Eventually, it became clear to us that we&#8217;d have to release the game ourselves. As it turns out, the game was just a little too weird for traditional publishers.</p>
<p>As we decided how to self-release the game, I came to realize that <em>J.S. Joust</em> in part of a broader movement &#8211; a new wave of independent games that champion local multiplayer, performance, and spectatorship. Even though <em>J.S. Joust</em> is the only motion-controlled game in the <em>Sportsfriends</em> package, it shares the same &#8220;spirit&#8221; as the other three games. That is, all four of us care deeply about local multiplayer, and what happens <em>in front of the screen</em>, between the human beings playing and spectating. So we&#8217;re proud to join forces!</p>
<p>There&#8217;s a lot more information on our <a href="http://www.kickstarter.com/projects/gutefabrik/sportsfriends-featuring-johann-sebastian-joust">Kickstarter page</a>. We&#8217;ll also be posting lots more updates about the games and our rewards on that page. So, check it out and let us know if you have any questions. And spread the word &#8211; let&#8217;s kickstart this sucker!</p>
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		<title>Sketches #1: ideas</title>
		<link>http://gutefabrik.com/blog/?p=2076&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=sketches-1-ideas</link>
		<comments>http://gutefabrik.com/blog/?p=2076#comments</comments>
		<pubDate>Tue, 23 Oct 2012 11:44:32 +0000</pubDate>
		<dc:creator>Nils</dc:creator>
				<category><![CDATA[B.U.T.T.O.N.]]></category>
		<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[Mutazione]]></category>
		<category><![CDATA[Sketches]]></category>
		<category><![CDATA[Where is my Heart?]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2076</guid>
		<description><![CDATA[This series of posts will be dedicated to sketches, be they quick or meticulous concepts, environments, moods, level designs or character sketches. Each post will have its own topic, so let&#8217;s start with &#8220;ideas.&#8221; When making sketches you often have &#8230; <a href="http://gutefabrik.com/blog/?p=2076">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>This series of posts will be dedicated to sketches, be they quick or meticulous concepts, environments, moods, level designs or character sketches. Each post will have its own topic, so let&#8217;s start with &#8220;ideas.&#8221;</p>
<p>When making sketches you often have to visualize an idea out of your head, which is both fun and frustrating, but more fun the more you draw. The following sketches show the first draft of <a href="http://gutefabrik.com/button.html"><em>B.U.T.T.O.N</em>.</a> characters, an idea for the musical gardens for <a href="http://gutefabrik.com/mutazione.html"><em>Mutazione</em></a>, some drafts for a <a href="http://gutefabrik.com/wimh.html"><em>Where is my Heart</em>?</a> box art which we never ended up using, and a ridiculous game idea sketch about riding a bike with balloon wheels in a bouncy landscape.</p>
<p><a href="http://gutefabrik.com/blog/wp-content/uploads/2012/10/01_button_characters_1st_sketch_2.jpg"><img title="01_button_characters_1st_sketch_2" src="http://gutefabrik.com/blog/wp-content/uploads/2012/10/01_button_characters_1st_sketch_2.jpg" alt="" width="600" height="430" /></a></p>
<p><span id="more-2076"></span></p>
<p><a href="http://gutefabrik.com/blog/wp-content/uploads/2012/10/01_musical_garden_01.jpg"><img title="01_musical_garden_01" src="http://gutefabrik.com/blog/wp-content/uploads/2012/10/01_musical_garden_01-755x1024.jpg" alt="" width="576" height="781" /></a></p>
<p><a href="http://gutefabrik.com/blog/wp-content/uploads/2012/10/01_WIMH_box_art001.jpg"><img title="01_WIMH_box_art001" src="http://gutefabrik.com/blog/wp-content/uploads/2012/10/01_WIMH_box_art001.jpg" alt="" width="600" height="564" /></a></p>
<p><a href="http://gutefabrik.com/blog/wp-content/uploads/2012/10/01_bouncy_bike.jpg"><img title="01_bouncy_bike" src="http://gutefabrik.com/blog/wp-content/uploads/2012/10/01_bouncy_bike.jpg" alt="" width="560" height="391" /></a></p>
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		<title>New York, New York!</title>
		<link>http://gutefabrik.com/blog/?p=2067&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=new-york-new-york</link>
		<comments>http://gutefabrik.com/blog/?p=2067#comments</comments>
		<pubDate>Wed, 17 Oct 2012 13:11:56 +0000</pubDate>
		<dc:creator>Doug</dc:creator>
				<category><![CDATA[Gute Fabrik]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2067</guid>
		<description><![CDATA[J.S. Joust in Brooklyn&#8217;s Prospect Park. (Photo by the inimitable Sara Bobo). &#160; Big news &#8211; we&#8217;re opening a new outpost of Die Gute Fabrik in New York City! Er, well, that makes us sound larger than we actually are. &#8230; <a href="http://gutefabrik.com/blog/?p=2067">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p style="text-align: right;"><a href="http://www.flickr.com/photos/sarabeephoto/7820771978/sizes/c/in/photostream/"><img class="aligncenter size-full wp-image-2070" title="J.S. Joust in Prospect Park" src="http://gutefabrik.com/blog/wp-content/uploads/2012/10/Joust_in_Prospect_Park-e1350479176127.jpg" alt="" width="600" height="400" /></a><em><a href="http://www.jsjoust.com/">J.S. Joust</a> in Brooklyn&#8217;s Prospect Park. (Photo by the inimitable <a href="http://www.flickr.com/photos/sarabeephoto/">Sara Bobo</a></em>).</p>
<p>&nbsp;</p>
<p>Big news &#8211; we&#8217;re opening a new outpost of Die Gute Fabrik in New York City!</p>
<p>Er, well, that makes us sound larger than we actually are. By &#8220;opening an outpost&#8221; I mean that I&#8217;m personally moving back to America (my home country). Nils and Christoffer are staying here in Copenhagen, and we&#8217;ll be working together remotely.</p>
<p>I&#8217;m moving for a whole variety of reasons. I was born and raised in New Jersey, and so after over a decade in California and Denmark, I&#8217;m finally returning &#8220;home.&#8221;</p>
<p>But the move is also motivated by some professional reasons. In the last few years, New York City has become a real hotbed of game dev talent. As far as I&#8217;m concerned, NYC is <em>the</em> place to be for cutting-edge game development these days. Institutions like <a href="http://www.nytimes.com/2011/02/13/nyregion/13joint.html">Babycastles</a>, <a href="http://www.eyebeam.org/">Eyebeam</a>, <a href="http://www.comeoutandplay.org/">Come Out &amp; Play</a>, and the <a href="http://gamecenter.nyu.edu/">NYU Game Center</a> are running innovative events and programs that are galvanizing community and building bridges between games and other cultural domains like music, art, theater, and academia. And so many of my colleagues and favorite game designers are in NYC. Suffice to say, I want in on that mix!</p>
<p>If you&#8217;re in NYC and want to say hello, drop us a line! I should land next month, just in time to speak at NYU&#8217;s <a href="http://gamecenter.nyu.edu/practice/index.html">PRACTICE conference</a>. Exciting!</p>
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		<title>Folk Game: Standoff</title>
		<link>http://gutefabrik.com/blog/?p=2041&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=folk-game-standoff</link>
		<comments>http://gutefabrik.com/blog/?p=2041#comments</comments>
		<pubDate>Tue, 09 Oct 2012 17:23:54 +0000</pubDate>
		<dc:creator>Doug</dc:creator>
				<category><![CDATA[Folk Games]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://gutefabrik.com/blog/?p=2041</guid>
		<description><![CDATA[Nicklas, Ricky, Brandon, and others play a game on Standoff. Nicklas is already eliminated, Ricky shoots the sky, and Brandon shoots himself. (Photo by tigershungry). &#160; Time to teach another one of my favorite folk/playground games! Standoff is a simple &#8230; <a href="http://gutefabrik.com/blog/?p=2041">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p style="text-align: right;"><a href="http://gutefabrik.com/blog/wp-content/uploads/2012/10/5721450041_5e5faf337f_b1-e1349746431331.jpg"><img class="aligncenter size-full wp-image-2045" title="Standoff" src="http://gutefabrik.com/blog/wp-content/uploads/2012/10/5721450041_5e5faf337f_b1-e1349746489844.jpg" alt="" width="600" height="393" /></a><em>Nicklas, Ricky, Brandon, and others play a game on Standoff. Nicklas is already eliminated, Ricky shoots the sky, and Brandon shoots himself. (Photo by <a href="http://www.flickr.com/photos/tigershungry/">tigershungry</a>).</em></p>
<p>&nbsp;</p>
<p>Time to teach another one of my favorite folk/playground games!</p>
<p><strong>Standoff</strong> is a simple game for two or more players &#8211; ideally a group of 5 to 10 people. It&#8217;s kind of like Rock-Paper-Scissors meets John Woo action flick.</p>
<p>I learned the game back in college, through my then-roommate <a href="https://twitter.com/shedletsky">John Shedletsky</a>. The game and its variants go by many different names, but &#8220;Standoff&#8221; is the name that I use these days. In this post, I&#8217;m going to explain several variations of the game, including my own favorite version.</p>
<p><span id="more-2041"></span></p>
<p>&nbsp;</p>
<p><strong>Standoff &#8211; Version #1 (Recommended)</strong></p>
<p>Players stand in a circle, facing each other. The game plays out as a series of rounds.</p>
<p>Before each round, each player pantomimes a gun with one hand, placing it in an imaginary holster by their waist.</p>
<p>Then, on the count of three, all players simultaneously act out one of three choices:</p>
<p>1. Shoot an opponent &#8211; point your imaginary gun at an opponent of your choice<br />
2. Shoot yourself &#8211; point your imaginary gun at yourself, <a href="http://www.youtube.com/watch?v=qIqVMLscn9k">touching your temple</a><br />
3. Shoot nobody &#8211; point your imaginary gun at the sky</p>
<p>Players then hold their pose while they collectively figure out who has been shot.</p>
<p>Shooting an opponent kills that opponent&#8230; <em>unless</em> they are shooting themselves. In that case, your attacking shot is reflected and <em>you</em> die. Note that shooting yourself reflects <em>all</em> bullets fired at you, so you could potentially kill a whole slew of attackers.</p>
<p>If you shoot yourself but<em> nobody</em> aims at you, you actually end up shooting yourself and you die. Note that you <em>do</em> survive if you reflected any attackers.</p>
<p>If two players aim at one another, both players die. Note that it is also possible to die in a whole circular chain of people shooting one another.</p>
<p>Finally, shooting the air serves as a kind of conservative move, played if you think all your opponents might try to shoot themselves.</p>
<p>Any players who were killed are eliminated from the game, and the remaining players continue to the next round. The game continues until only one player remains. That player is the winner. Also note that it&#8217;s possible for <em>all</em> players to die, in which case there are no winners!</p>
<p>As with most folk games, performative embellishments are encouraged for maximum fun. For example, my friends and I often pretend to reload our imaginary guns before each round, with the appropriate gesture and sound effect and everything.</p>
<p>Even within this particular version, there are a few modifications you might want to try. In my own personal favorite variation, each player gets <em>two</em> guns, one on each hand. After all, it feels way more badass to wield dual pistols! In this mode, you can either aim both weapons at the same target, or point them at <em>different</em> targets. We typically play that two guns beats one gun &#8211; both when firing at one another, and when firing at someone who is shooting themselves. Obviously, though, you could tweak these particulars to your own liking. Another way to play the double pistol variant is to simply make each player lose one of their guns each time they are hit. Effectively, this means that each player has two lives (though they become less powerful after losing a life).</p>
<p>&nbsp;</p>
<p><strong>Standoff &#8211; Version #2 (sometimes called &#8220;James Bond&#8221;)<br />
</strong></p>
<p>This version of the game works similarly &#8211; players stand in a circle and try to be the last player standing. However, the three actions you can take differ in this version:</p>
<p>1. Shoot &#8211; point your imaginary guns at an opponent of your choice<br />
2. Reload &#8211; holster your two guns by you waist<br />
3. Block &#8211; place your two arms in an x-shape across your chest</p>
<p>Note that in this version, you almost always play with dual pistols, because you&#8217;ll have to use both of your arms anyway for the block gesture. However, in the standard version, you can&#8217;t direct your guns at different targets or actions.</p>
<p>In this version, each gun can only hold one bullet. That&#8217;s why the reload action exists &#8211; you have to reload before you can shoot again. Players themselves are responsible for remembering who is loaded and who isn&#8217;t.</p>
<p>Blocking, as is probably obvious, successfully deflects an attack. However, blocking does not <em>reflect</em> an attack, like shooting yourself does in Version #1 (see above).</p>
<p>The key decision in this version is gambling on when to reload. This choice is especially foregrounded when only two players remain, one loaded and the other not. The loaded player only wants to shoot when they think the unloaded player will reload.</p>
<p>(<strong>EDIT:</strong> indie dev <a href="https://twitter.com/Draknek">Alan Hazelden</a> points out that, from a game theoretical point of view, this version of the game can &#8220;deadlock&#8221; in a stalemate. If two players remain, and only one is loaded, the unloaded player shouldn&#8217;t ever reload until the loaded player shoots. In practice, most players want to avoid this situation, and will still chance a reload just for the fun of it. Nevertheless, it is true that more &#8220;serious&#8221; players may refuse to budge. The bazooka mod I mention in the next paragraph does suggest one possible fix, and I&#8217;m sure there are many other creative solutions!)</p>
<p>As in Variation #1, there are lots of possible variations here. My friend Tim Garbos taught me one variation where reloading your gun three times gets you a bazooka! A bazooka can shoot through a block, but is beaten by a (faster) regular bullet. In this variation, part of the challenge is to keep track of your opponents&#8217; reload counts.</p>
<p>&nbsp;</p>
<p><strong>Comparing Version #1 and Version #2</strong></p>
<p>As I see it, a big disadvantage of Version #2 is having to remember who is loaded and who isn&#8217;t. In the chaos of battle, it can be easy to forget &#8211; even your own status! On the flip side, one might argue that this is an advantage &#8211; that keeping track of the current game &#8220;state&#8221; is one of the intended challenges of the game.</p>
<p>A main disadvantage of Version #1 is the lack of narrative plausibility. That is to say, why does shooting yourself <em>reflect</em> bullets? It doesn&#8217;t really make sense, and some players get hung up on that lack of coherence. Then again, I would argue that the strange game logic is actually an <em>advantage</em>. My friend <a href="http://h099.com/">Dick Hogg</a> (of Honeyslug fame) put it best:</p>
<p><em>I actually like the wrongthink of it. [...] It makes no sense but it has the authentic feeling of weird warped logic that you get in kids games, playground games etc.</em></p>
<p>Another key selling point of Version #1 is that shooting yourself <em>feels</em> fun. Even just physically, holding up your finger to your temple makes the gambit seem all the gutsier, as if you were playing <a href="http://en.wikipedia.org/wiki/Russian_roulette">Russian Roulette</a> or something.</p>
<p>However, the point is ultimately to find a particular ruleset that <em>you</em> (and your friends) like best. Try improvising your own modifications! And let me know if you invent any particularly good ones.</p>
<p>&nbsp;</p>
<p><strong>Notes:</strong></p>
<p>1. Special thanks to Dick Hogg and <a href="https://twitter.com/KommanderKlobb">Ricky Haggett</a> for nudging me to finally post these rules.</p>
<p>2. Boardgame aficionados may note that Standoff is somewhat similar to the commercial game <em><a href="http://boardgamegeek.com/boardgame/19237/cash-n-guns">Ca$h &#8216;n Gun$</a></em>. Indeed, you can actually see <em>Ca$h &#8216;n Gun$</em> on the table in the photo at the top of this post. Though I love Standoff, <em>Ca$h &#8216;n Gun$</em> is certainly worth playing too. One of the selling points of <em>Ca$h &#8216;n Gun$</em> is that it comes with six foam guns. Those kinds of props make a huge difference &#8211; the physicality of holding a toy gun does make the game more fun. Moreover, <em>Ca$h &#8216;n Gun$</em> features some more complex rules (i.e. special roles).</p>
<p>&nbsp;</p>
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