Neurofeedback, something I’ve been interested in for a long time, is making its way into the mainstream in the form of videogames:
The recently posted review of Braid captures what’s wrong with the game industry (high development costs stifling the innovation and creativity that typically comes from small dev teams), and how Braid is part of the new wave of indie games which is changing that.
I loved video games as a kid. Like probably a lot of kids, I dreamed of writing my own games when I grew up. Which turned out to be exactly what I did.
I dropped out of college to go to work at a game company, and proceeded to spend the next five years pouring my heart and soul into various game projects: Revenant, an RPG for the PC; Savage Quest, an arcade game; Red Dead Revolver, a shooter for the PS2; and a few other miscellaneous titles that were either never finished (or are better off forgotten).
I left the industry feeling defeated. The magic I had felt as a kid was gone. I couldn’t create the kinds of games I wanted, because of how the game industry had changed. No longer were video games the labor of love of two or three-person teams. They had mutated into big-budget productions, two dozen people on staff, with the demands of the risk-averse publishers trumping creativity and ingenuity.
Since then, I haven’t played a lot of games, though I have found a few worthwhile gems, mostly in the console world. Sly Cooper, Rachet and Clank, Jax and Daxter, Kolona, Prince of Persia. But mostly I’ve stopped playing. I don’t enjoy playing most games for the same reason I didn’t enjoy making them: they’re no longer art.
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Gish is one of the most unique games I’ve played in a while, and major points for being available for Linux, OS X, and Windows. The visual style is that sort of spooky-meets-adorable that I associate with Invader Zim. Give the free demo a whirl if you’ve got 10 minutes to kill.