Electron Dance

Electron Dance Highlights

14May/1311

Counterweight 4: Cult of Personality

wiwtfbo

In this episode of Counterweight, Eric Brasure and Joel "HM" Goodwin discuss the rise of personality and celebrity in indie game culture. Developers are finally being recognised as individuals - but not everyone can be Notch.

Contents

01:20 "How many times do they say the word Mario in this movie?"

08:40 "You just don't eat for about three years and you'll be a millionaire at the end of it."

10:20 "I think it would be really instructive to follow the failures... to see what happens to people who don't make it."

14:40 "[Twitter] really has exploded the concept of the personality as opposed to the art the person is making."

18:20 "I don't think that the mass market cares so much about what they're making to really buy into the cult of personality."

24:50 "Well, what did you expect?"

33:40 "How much more interesting would Indie Game: The Movie had been if Anna Anthropy had been a subject?"

37:40 "It's a bit strange to feel that solidifying around you."

43:50 "Richard [Hofmeier] doesn't really like having all the attention but that act he did will actually increase his reputation."

Download the podcast MP3 or play it right here in your browser:


References

You can subscribe directly to Counterweight via iTunes or RSS.

22Apr/1310

Dialogue Tree 14: Fatigue

Man slumped over books and keyboard

In this episode of Dialogue Tree, Eric Brasure talks to Konstantinos Dimopoulos, aka Gnome. They discuss the Bundle in a Box, the diminishing economic returns of indie development and a possible way forward for indie developers.

Contents

04:20 “I’m not really comfortable with the category of ‘gamer.’”

08:25 “We’re not living in a world where competence and hard work and artistic vision are a priori appreciated.”

12:45 “It was too easy to game the poll, the voting, if everyone could vote.”

16:55 “The first two bundles were obvious losses. We lost quite a bit of money.”

20:15 “People obviously do not know what goes into a game.”

22:25 “Even the indie developers are playing it as safe as they can.”

29:25 “There was a period where you could build your audience, and I believe that this period is mostly over.”

32:45 “The fact that you can play with literature, they find it amazing.”

Download the podcast MP3 or play it right here in your browser:


Addendum: Gnome comments that RPS did write about the fourth Bundle in a Box after this interview had been recorded, on the bundle's final day.

References

You can subscribe directly to Dialogue Tree via iTunes or RSS. For more of Eric's podcasting work, please visit his site smallbatch.fm.

2Apr/136

Counterweight 3: Why Replay?

wheel of reincarnation

In this episode of Counterweight, Eric Brasure and Joel "HM" Goodwin discuss the act of replaying a game. What games encourage replays? What do multiple endings mean? Are some games better off without a replay?

Spoiler Warning: The ending for Jasper Byrne's Lone Survivor is discussed

Contents

02:30 "How many times do people now play Proteus?"

04:20 "I don't know that I would really play Dishonored with the intention of getting better at Dishonored."

05:00 "The anomaly that stands out to me at the moment is Leave Home which says you've got five minutes to play, do your best."

08:00 "And now of course in the day of YouTube, we can just watch all the endings on YouTube."

09:20 "I feel like that's a distancing effect, when I replay a game and I'm going for a specific ending."

11:50 "That's almost a commentary on replaying games as a narrative mechanic..."

14:50 "I don't think that there's much desire on my part to replay The Walking Dead."

17:50 "I'm wondering if replays are often destroying games."

19:40 "All you have is a hazy memory of certain things that you may or may not have done in the game a decade ago - and that makes it almost a new experience."

21:20 "I want to have some sort of institutional memory with videogames - and I think that's a problem, that we don't have that."

24:40 "Are we going to come out and say this stuff is a bit rubbish?"

30:20 "It does let the player fail and it lets the player fail in fundamental ways... the player could have to restart the game."

37:30 "I'm getting much more interested in games as systems."

39:50 "I find roguelikes to be really interesting... because they are explicitly designed for you to fail and to fail hard - lots of times."

44:10 "It's not about the ending it's about your journey of becoming better at the game."

Download the podcast MP3 or play it right here in your browser:


References

You can subscribe directly to Counterweight via iTunes or RSS.

21Mar/130

Dialogue Tree 13: DIY

tools

In this episode of Dialogue Tree, Eric Brasure interviews John Sharp, associate professor of Games & Learning at Parsons. Sharp discusses his IndieCade East keynote that drew parallels between the punk DIY philosophy and indie developers. He also goes on to discuss the problems of design in the thrall of tutorials, the realities of surviving as an indie developer and a need for more anger.

Contents

02:40 “One of the things I was most struck by, I guess, was the DIY attitude that those guys had.”

03:50 “They were having to invent everything from scratch.”

07:30 “They called it a computer toy.”

10:40 “I think that robs players of their agency, to some degree.”

12:00 “They kind of found themselves painting themselves into a corner.”

15:10 “What's going on in the... 'indie academic' or 'academic indie' scene... is really quite vital.”

18:40 “...it's embarrassing to me. The number of games that involve male power fantasies about shooting.”

22:20 “Punk also sort of churned through people... it was a monster that needed youth to fuel itself.”

27:10 “The thing that's perhaps a bit of a lie from those people is that not everybody is going to be Team Meat. Not everybody is going to be Phil Fish.”

35:20 “There's a real danger there of never actually getting to make the games you want to make and, instead, making games for toothpaste companies.”

36:50 “There's a few too many people who grew up playing platformers and are kind of reliving that through making indie platform games themselves today.”

42:20 “I think there's a space for anger, let's say, inside Johann Sebastian Joust... though I don't think that's necessarily the kind of play experience Doug Wilson wants to happen inside that game.”

Download the podcast MP3 or play it right here in your browser:


References

You can subscribe directly to Dialogue Tree via iTunes or RSS. Eric also maintains a web site called Charles Wallace on Camazotz and a Star Trek podcast, recorded with Richard Goodness, called Trekabout. Richard promises never to use the word "gynoids" in a podcast again.

7Mar/132

Dialogue Tree: Getting Better

logo-for-press-xy-transgender-issues-in-gaming-panel

In this episode of Dialogue Tree, Eric Brasure interviews Charles Battersby about his work putting together and moderating the PAX panels on transgender issues in gaming. He discusses a broad range of topics such as the fine line between stereotyping and authenticity, transgender characters as plot twists and crossplay. Battersby will be chairing a similar panel at PAX East later this month.

(Originally broadcast August 13, 2012.)

Contents

01:10 “I'd noticed over the last few decades that there are a lot of transgender videogame characters.”

05:00 “It was important to have a lot of different voices rather than just one small cross-section.”

06:20 “One of the ones that had the greatest impact for me is a game caller Nier.”

08:00 “I'm sure a lot of designers are trying to walk the balance of including transgender characters but not including offensive or negative stereotypes.”

09:30 “Far too often there is the humorous note where they try to have a transgender prostitute as a little gag.”

10:25 “It's absolutely getting better.”

11:00 “I know I talk about Kainé a lot but she really is a terrific example of a character that just happens to be transgender.”

13:40 “People often think that transgender people are weird and icky.”

15:10 “I almost always play a female character.”

17:40 “Even though my Commander Sheperd is a woman, she is actually a transvestite.”

19:30 “It's just one step away from what's already available on the market.”

24:00 “Who are all these people here to see? And it turned out they were there to see us.”

Download the podcast MP3 or play it right here in your browser:


PAX Panel Videos

Press XY: Transgender Issues in Gaming / PAX East 2012

Press XY To Continue Transgender Gaming / PAX Prime 2012

References

You can subscribe directly to Dialogue Tree via iTunes or RSS. Eric also maintains a web site called Charles Wallace on Camazotz and a Star Trek podcast, recorded with Richard Goodness, called Trekabout. Richard also sings for a band called Riot Fox but that has nothing to do with Star Trek.

26Feb/1320

Counterweight 2: A Better Person

jeanne dielman

Richard Hofmeier's Cart Life was recently nominated for three IGF awards which has thrust the game into the indie spotlight, shedding its underdog status.

In the second episode of Counterweight, Eric Brasure and Joel "HM" Goodwin consider where Cart Life is now.

Contents

01:10 "Do you feel entirely responsible for that?"

02:20 "Someone was always playing it. I was amazed."

04:00 "'But I don't like Cart Life.' Which was kind of a ballsy way to start it."

08:20 "He's trying to trick people into playing the game - and not in a bad way."

09:50 "He didn't want people to know what was inside... until they went in there."

14:40 "...press one click to do a very complex action, and Cart Life will not let you do that."

16:50 "If he had shortcutted any part of that, the game maybe would have fallen apart."

20:50 "You need to go through that drudgery to hit that high point."

26:30 "We're going to be talking about Cart Life for years."

29:10 "Or will we just end up with something that looks like echoes of Cart Life but not quite the original...?"

33:10 "And I was like 'You fucker... what did you do?'"

36:00 "I haven't had another game do something like that to me."

Download the podcast MP3 or play it right here in your browser:


References

You can subscribe directly to Counterweight via iTunes or RSS.

22Feb/130

The IndieCade East 2013 Podcast

davidson-chung

Okay half-hour podcast time! At IndieCade East, I talked to Davey Wreden (The Stanley Parable), Brendon Chung (Blendo Games), Richard Hofmeier (Cart Life), Rob Davies (International Racing Squirrels) and Rusty Moyher (Bloop).

Contents

01:00 "Now we're getting deep! This is how I want to start the interview!"

05:10 "It kind of bothers me when people say that Stanley Parable is very blunt, is not particularly subtle."

11:20 "What if we try to integrate these film conventions into the actual world? Into the actual moment-to-moment gameplay?"

14:30 "I'm a humble servant of the public, what can I say?"

17:20 "I don't know if I should put it on Steam."

23:00 "They'd spent years earning the right to prove to publishers that they could make the games... and then their friends just went and made the games."

25:40 "In order to understand the game, you have to play the game."

Download the podcast MP3 or play it right here in your browser:


References

  • Music: Matson Jones "Exes and Ohs"
  • Three members of Matson Jones went on to form the group Land Lines

22Jan/1334

Counterweight 1: Squabbling Over Peanuts

fieldmice-squabbling-moorhen-resized

Counterweight is a new podcast series in which Eric Brasure and Joel "HM" Goodwin tackle a single videogame topic and talk it to death. Or die trying.

In the first episode, they take Eric's recent interview with Jonas Kyratzes as a starting point and consider the financial viability of indie game development, the impact of Kickstarter and the inevitability of low prices.

Contents

02:40 “I guess I must have become more cynical over the years that I've written now...”

03:40 “That's kind of almost blaming the victim in a way.”

07:30 “The elephant in the room here is how many people are there that are actually interested in playing games?”

12:30 “Maybe it should have been sold for a higher price point... but then is anybody going to buy it?”

16:40 “How much money have I given back to the universities?”

18:50 “If that was built to be a commercial project - you know it wouldn't see the light of day.”

21:00 “And she can't make a living at this... so how is anybody going to do it?”

23:30 “People are in crowdsourcing filter bubbles.”

24:30 “If you're relying on Kickstarter as an economic model going forward... we have many more problems than we realise.”

28:00 “It will change then nature of the crowd and the crowd will source different types of the projects.”

34:00 “I'm almost offended by it. And I don't want to be offended by people asking other people for money...”

36:00 “The reason that the prices have fallen is because the production cost is zero.”

40:40 “I have to fight Valve's corner here, just a little.”

44:20 “The one question that popped out at me was 'Should we bother?'”

Download the podcast MP3 or play it right here in your browser:


References

You can subscribe directly to Counterweight via  iTunes or RSS.

17Jan/134

Dialogue Tree: Verisimilitude

hang-in-there-small

In this episode of Dialogue Tree, Eric Brasure interviews Cart Life developer Richard Hofmeier. Hofmeier discusses the importance of the mundane, the reception of Cart Life, sports games and also whether we are moving towards a filter bubble dystopia or a world of limitless possibility.

(Originally broadcast June 12, 2012.)

Contents

01:10 “It bore the title of 'Commerce Unread' for a long time.”

12:30 “It doesn't work as a game mechanic, really at all.”

15:30 “I got a writing award when I was just a kid and I spent that money on the Sims.”

17:30 “It's the most rewarding thing I've ever worked on.”

20:00 “Games are capable of great art. Great narrative art, even.”

22:30 “I'm still waiting for someone to tear it to shreds on a message board.”

25:20 “I relate more to failures, I think most of us do.”

28:00 “The customers are individuals instead of manifestations of a type.”

31:30 “The more pain I could inflict on my loved ones in play testing, the better the game would be.”

38:50 “You either go to work as a street vendor to make money or you can go explore the city for other possibilities.”

43:10 “This game is about paperwork. It's about permits. It's about waiting in line.”

45:40 “Was that your experience with the game? Did it come anywhere close to that for you?”

47:10 “And you pick what you like from what you know.”

48:50 “That's the thing about games... by accommodating choice, it's not that you're destined in one direction... your choices expand your possibilities.”

51:40 “Everyone's capacity to be an artist can manifest in a game.”

Download the podcast MP3 or play it right here in your browser:


References

You can subscribe directly to Dialogue Tree via iTunes or RSS. Eric also maintains a web site called Charles Wallace on Camazotz and a Star Trek podcast, recorded with Richard Goodness, called Trekabout. Honestly, don't they have better things to do?

10Jan/1328

Dialogue Tree: Struggling to Make It

pulling trolley

In this episode of Dialogue Tree, Eric Brasure interviews game developer Jonas Kyratzes about the reactions surrounding Steam’s Greenlight and what it says about both indie games and videogames in general.

Contents

02:10 “I thought this is very peculiar because there's no real system for checking what people are submitting...”

03:40 “A lot of indies are struggling to make it.”

08:50 “You can say 'I'm a hippie' or whatever - then a couple of years later they'll be selling you little hippie badges...”

10:20 “I think it's a pretty normal blind spot for people who have money.”

18:30 “It's impossible to get a $25M movie financed but you can get a $200M movie financed more easily.”

20:00 “It's not pixel graphics. It's not 3D graphics. I don't know what it is, therefore it's bad.”

21:50 “You're told this can't be successful.”

24:00 “I think games... more than any other medium, are obsessed with categorisation to such a degree.”

25:00 “Even a negative review from a major website is more likely to drive traffic to you, and to get you sales, than some small site.”

26:30 “...and to them, the history of indie games begins with Minecraft.”

30:40 “People get very angry when you suggest that maybe something is wrong with the [capitalist] system.”

31:50 “...but the ship is still sinking.”

33:50 “...I don't see most people claiming that the greatest work of literature in human history is Twilight.”

37:00 “In general, we see [games] more like something which is 'used up'...”

38:30 “The mainstream gaming industry is so obsessed with realism that their games look like shit after ten years.”

44:10 “But people are starting to think... why am I working myself to death for, you know, a few cents?”

49:50 “...while the systemic process that creates a million poor African children goes on unchecked.”

51:40 “That's pretty much human history right there - unlikely, but not impossible.”

Download the podcast MP3 or play it right here in your browser:


References

You can subscribe directly to Dialogue Tree via iTunes or RSS. Eric also maintains a web site called Charles Wallace on Camazotz and a Star Trek podcast, recorded with Richard Goodness, called Trekabout. Richard is still suffering through his pon farr.