SOAPBOX

Process Intensity

At one of the earliest (C)GDCs I listened to Chris Crawford lecture about what he called "process intensity." In an article for the Journal of Computer Game Design, he later revisited the subject, and wrote:


    "Process intensity is the degree to which a program emphasizes processes instead of data. All programs use a mix of process and data. Process is reflected in algorithms equations, and branches. Data is reflected in data tables, images, sounds, and text. A process-intensive program spends a lot of time crunching numbers; a data-intensive program spends a lot of time moving bytes around."

New Games

My Worst Day WW2


Doing the Impossible

Today, first-person shooters take millions of dollars, years, and huge teams to develop, right? It's just impossible for a lone-wolf developer to create an FPS that's compelling.

Well, maybe not--if you concentrate on innovative gameplay instead of polygon count and particle effects. That's what Rune Trollebo has done.

Pursuit of Power


The developer says:

Pursuit of Power is a real-time strategy game based in a fantasy setting. The game takes place during a time when powerful leaders use ancient magic to travel across the universe and add worlds to their empire. In Pursuit of Power, you assume the role of the leader. Your main goal is to destroy all enemy portals and troops. Use your leader to blast enemy units with a comet, destroy a group of soldiers with a vortex, and heal loyal troops. Summon buildings and troops from your home world to dominate the universe.

Bullet Candy


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Death and Beauty

It's a paradox that the shmup--that old-school genre of frenetic space shooting--can create visuals that come closer to the status of abstract art than any other digital form... If you could ever look up from the intensity of combat long enough to really notice them.

Bullet Candy is a case in point; frenetic space mayhem, and beautiful imagery.

Charlie Knight, its creator, is clearly a long-standing enthusiast of the genre; he's created a highly polished, well executed examplar of the form, complete with "Minter levels" as an homage to Jeff Minter's landmark games. Shmup fans will find a lot to like here; novices are advised to turn the difficulty down as low as it will go (which isn't much).

The Shivah


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Rabbi Stone Has a Crisis of Faith

Before we go any farther, please notice the headline. When was the last time you heard a game described in remotely similar terms?

Shivah is the Jewish mourning ritual. For a week after a family member's death, the family stays at home, receiving visitors, and mourning the deceased.

Rabbi Stone, this game's protagonist, leads a small and declining congregation on the Lower East Side. He receives word that a somewhat disreputable former congregant has died, and left his small estate to the synagogue. Though he himself is close to losing faith in God, he views it as his duty to investigate, and perhaps to comfort whatever family members this man may have as they sit Shivah.

Derelict


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In Space No One Can Hear You Giggle

Derelict's backstory is straight out of Aliens: you encounter and board a derelict spaceship which proves to be teeming with nasty alien critters who try to eat you and whom you must mow relentlessly down with high-powered, futuristic weapons. But the Alien series is brooding, dark, and bloody, while Derelict is light hearted, well-lit, and rather charming; the aliens may want to eat you, but they're aliens out of Nick Jr. rather than Lovecraft.

Gish


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2005 IGF Award Winner
Reinventing the Platformer with Physics

At first glance, Gish might appear to be a classic arcade-style game, something like Sonic or Mario Brothers. First glances can be deceiving: yes, this is a sidescrolling platformer, but the actual gameplay is very different, because it's based on a physics engine. Gish, the tar ball who is the title character, needs to get momentum to get up and over objects, controls how high he jumps by compressing and extending himself, can move objects by gaining momentum and running into them, walks on walls and ceilings by making himself "sticky", and so on.

Voice of the People

Events

Hardcore vs. Casual

Its Manifesto's stated policy not to carry casual games, and I'm wondering, with all the hype about the "casual" market in recent times, what is it really the defines a casual game, versus a hardcore game? I'd be interested to hear everyone's opinion.