The critically-lauded sequel to the critically-lauded Spider: The Secret of Bryce Manor (Tiger Style, 2009) has not done very well. When Tale of Tales had their own very public failure a little while back I wasn't sure we should draw any larger conclusions aside from "making money in videogames is hard, The End." The failure of Tiger Style to capitalise on a six-year old success is being called out as the dead canary emerging from the coal mine that is the mobile game market. THE INDIEPOCALYPSE IS HERE, IT'S REAL AND IT'S NOT JUST GOING TO EAT YOUR LUNCH - BUT ALSO YOUR CHILDREN'S LUNCH.
I'm still not sure we should draw any larger conclusions aside-- wait, wait. Let's think about this.
Gregory Avery-Weir is the developer behind titles such as Looming and Ossuary and wrote the following essay about the role of Minecraft mods in defining what Minecraft is. I asked Avery-Weir if I could repost it here as I thought it was an interesting addendum to "The Minecraft Industrial Revolution."
I first played Minecraft in 2009 back when it was an Infiniminer clone being developed on the Tigsource forums. It was immediately clear to a bunch of people that it was something special but no one could have guessed what the game would become in just a few years. It may be the most popular game of all time. It’s definitely the most popular game among kids right now. Odd, then, that most of the Minecraft experience is about not playing Minecraft.
Perhaps you’re at home. Perhaps you’re on a train. The location doesn’t really matter. What matters is that you’re enjoying your current favourite rogueish-type-like. You think you’re on top of your game, got all the enemy moves figured out. Yeah, baby, you know what to do.
And then something goes horribly wrong.
You just click, click, click quickly through three moves in one go, as if you’re trying to beat the computer before it gets in a countermove.
And of course you don't get to be quicker than the computer because the game is turn-based. No, you get to die. You die, because you were stupid.
You’ve just experienced a brain phenomenon I call the roguerush. What the hell happened there?
Unless you’ve read mentions of it in the newsletter, I’ll wager you’ve never heard of Evy: Magic Spheres (HeroCraft, 2014). It was released last year and looked like just another brightly coloured casual game in a sea of brightly coloured casual games. You probably wouldn’t even click on the YouTube trailer because you’d be that sure about its content. It’s a marble popper! I already played Zuma (Oberon Media, 2003) and millions of Zuma clones! (Lest you get the wrong idea, Zuma itself was a clone of a 1998 Japanese arcade game called Puzz Loop.)
But Evy reviews are thin on the ground and now, even better, Russian developer HeroCraft seem to have completely given up on her.
This matters to me because Evy was one of my favourite games of 2014.
Dear Esther (The Chinese Room, 2012) is a bit long in the tooth but it gave birth to the popularity of the “walking simulator”. Look, gang, if you really wanted to be offensive about it, you should call these games dog walking simulators, where the player is the goddamned dog.
Ordinary people felt free to dance naked on the streets and proclaim, “Let’s kill the gameplay!” But the original Dear Esther is 7 years old and if we’re still pumping out games where people potter about triggering monologues and weeping at eye candy then it suggests this revolution merely spawned an army of imitators: “Comrade, I make also great revolutionary walking simulator!”
Careful, team, MASSIVE spoilers lurk below. If you want to duck out now, here’s the short version: I enjoyed secret-box-on-the-cheap Verde Station but had problems with it’s-not-gameplay-honest-guv Ethan Carter.
This month we're celebrating FIVE YEARS of Electron Dance!
Here’s a story from 2012 that was never published.
A long, long time ago I wrote a nailbiting Neptune’s Pride (Iron Helmet, 2010) diary that kept readers up all night called The Aspiration. This diary took a serious toll though; my mental health over the month of the game was put through the wringer and I knew I never wanted to play such a game EVER THE HELL AGAIN. I later wondered whether an obsession with Neptune's Pride diaries was contributing to a problem of survivorship bias.
However, I was press-ganged into a match of Solium Infernum (Cryptic Comet, 2009). It's a turn-based affair, not something that exists from minute to minute. I was still anxious, though. Solium is about duplicity. About paranoia. But I wanted to repeat the success of The Aspiration, so felt like I should go for it.
But our game stopped after three turns and never got going again. I wrote up a detailed diary for those three turns and I think it's time to reveal it to the public.
This month we're celebrating FIVE YEARS of Electron Dance!
Welcome, welcome all. Today I present the most definitive of lists, the one you’ve waited five years for.
This is the nine most popular posts on Electron Dance.
When I wrote the first post 354 on VVVVVV, I never thought I'd be possessed with the hubris to write a post called Five Years of Electron Dance, let alone have enough readers to justify it.
There's only way to deal with this: I'm going to let it get to my head and get drunk and take off all my clothes. Does this mean I can monetize my audience? Should I run a Patreon? Let's talk about what this means and answer five questions about Electron Dance you never wanted answering in the first place.
It seems I’ve been terrified for nearly three years.
Michael Brough developed 86856527 for the 2013 7DRL challenge (7 Day RogueLike). It was a great prototype that Brough transformed into an iOS commercial release called 868-HACK (2013).
It’s taken two years for Brough to get the refined, post-jam version back to its original home on PC. This is where a reviewer might ask, “Well, was it worth it?” Rather than treating the question as some pithy gunk to pad out the opening paragraphs, we would do well to take it more seriously.