Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Slamdance, Post-Columbine - Personal Conversations with Freaks and Geeks
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [7]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Treyarch / Activision
Lighting Artist, Cinematic
 
Sony Computer Entertainment America LLC
Senior Staff Software Application Engineer
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Sony Computer Entertainment America LLC
Senior DevSuite Web Administrator
 
Treyarch / Activision
Environment Artist - Full Time and Temporary
 
Treyarch / Activision
Level Builder/Designer
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [40]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [5]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [14]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Slamdance, Post-Columbine - Personal Conversations with Freaks and Geeks
by Patrick Dugan [Business, Game Design, Production]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
January 30, 2007 Article Start Page 1 of 2 Next
 

At Slamdance 2007 in Park City Utah, I heard filmmakers describe games as "active, while films are passive" about fifteen times, and the phrase "yeah yeah" about forty. The rest was less predictable.

Looking at the initial program for the games competition, I was struck by how strong a line-up it was. Each title read with prestige and anticipation, one day consisted of flOw and Everyday Shooter, another of Braid and Castle Crashers, with Super Columbine Massacre RPG! bringing it to a close. But that program, due to controversy earlier in the month, was not to be.


The screenings began on Saturday, with Jason Rohrer's Cultivation setting a fine precedent for an independent game. Rohrer lives with his wife and child in a small cottage in northern New York, where a combination of organic gardening and home insulation allow them to survive on $800 a month. He's a designer that codes every part of the buffalo. He presented Cultivation as being inspired by local disputes over Wal-Mart, and cited Koster's theory of fun as an impetus. His goal: tell a story through the game's mechanics and metaphors.

The result is a gardening game where altruism, environmental politics, unprotected sex and generational transcendence unfurl from genetically generated content. It's art, it's free, it has a positive message; you can almost see the "If/Then" logic in the festival's programming.


Cultivation

The Base Invaders presentation laid out a stark contrast from Rohrer's. While Cultivation was the experimental work of an individual with an academic background, Base Invaders was designed around the "tower defense" sub-genre of real-time strategy and produced by an extensive student team. The game involves cartoon invaders parachuting and marching toward a central tower, with the player controlling a disembodied hand capable of manually dispatching invaders.

I missed the Toribash presentation, but I did get a chance to talk about it with Hampus Soderstrom, its creator. The game takes a turn-based approach to fighting, which coupled with a robust physics engine allows for a great variety of calculated maneuvers. The game has been selling well for an indie game distributed solely online, and Hampus' Singaporean team is already working on a sequel.

Toblo did not have a presentation, because the DigiPen students who produced the game were absent in protest of SCMRPG!'s removal from the festival. Because DigiPen automatically owns the IP of whatever students design and implement (teaching a sick, implicit lesson for working in the industry), the game was entered despite their protest. They were seeing films at Sundance.

Steam Brigade's presentation was complimented by a well done video, set to the 1812 Overture, romanticizing the trials and breakthroughs of creative design with a three person team. Their design presentation touched mostly on minimalizing the patterns of real-time strategy games, which most of the audience didn't get. Their presentation on the art and writing, however, seemed to go over well with filmmakers in attendance, in part due to my guerrilla promotion minutes before the presentation began. The presentation had the highest attendance of the entire festival.

An interesting point was raised about people skipping the cut-scene narrative, I countered that you'll always have a split audience that likes the narrative or skips it to game out the system - it's clear, however, that the prior is an under-penetrated audience. Over the happy hour blocks, many commented on the game's art, incidentally done by a guy with story boarding experience for Universal pictures.

 
Article Start Page 1 of 2 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.