Monthly Archives: January 2010

Indie Games that say something…

2 awesome gamesThere are quite a few good games being created out there in the Indie scene that are free to play and have some great moments/elements to them.  More and more I am starting to see a trend, a trend in the direction that these games actually speak very deeply to the player, having more to say than just “save the princess” or “destroy anything in site”.  I happened to run into one such title a few days ago and really needed to share with you all the complexities of it.  Not only does it say a whole lot, but it encompasses a standard game play methodology that speaks as loudly as the actual theme of the story.  It’s called, “Every day the same dream” and it requires you to only progress through a series of choices that speak volumes about life and your path through it.  I can’t help but wonder how this game came about; what the author was thinking and why they chose what they chose.  The game is rather simple, has a nice visual style and implores the use of only the arrow keys and the space bar.  What you find out as you play is that routine and monotony are the enemy, and that your only salvation is to search, look and try different things in order to break free and understand.  This simple connection between adventure game mechanics and the idea that life is only interesting and meaningful when you take the less traveled road is up for some debate but I found the point to be immensely, if not overwhelmingly, powerful as it relates to me and my own life.

Sit down, relax and let yourself go with this one.  It’s well worth it in the end.  Hats off to the music and the graphical style.

I would have to say that I was reminded heavily of Daniel Benmergui’s work, especially his “Today I Die” game.  His work is a bit more poetical…a bit more out of the box and requires a deeper reason to stay connected to the work for longer amounts of time.  However, there is still a wonderful journey there, even if you can’t figure out what to do in the meantime.

There are some powerful things going on here, and I can only hope the Indie scene continues on that trend.  And I hope the mainstream picks up on it, implements it, and moves it forward so that games as a commercial endeavor can also become ones that actually say something meaningful; thus changing the way pop culture looks at interactive media.

Restaurant Menu Tricks

Great little post on NY mag I found regarding menu’s in restaurants.   This one covers the higher priced places but references some chain restaurant tricks as well.  I always knew there was a lot of pscycology behind advertisments in general but I hadn’t thought about the structure of a menu in a restaurant and how it contains all kinds of wonderful little tricks.  Give it a look over, I think you’ll find it interesting.  Oh, and apparently this is an excerpt from a book that will be coming out this year entitled

Priceless: The Myth of Fair Value (and How to Take Advantage of It)

Read more: Author William Poundstone Dissects the Marketing Tricks Built Into Balthazar’s Menu — New York Magazine http://nymag.com/restaurants/features/62498/#ixzz0cAp0ckWi

I think what is so fascinating about the article is not necessarily the content but what it implies about restaurant hierarchy and what the “do’s and don’ts” are of each tier.  My head is filled with images of a caste type system for the structure of restaurants; societal in nature.  I can see the higher priced cuisine restaurants that carry specialty items on the menu just sneering down at the chain food restaurants and their despicable habits, while the chains are looking at themselves with pride, touting a better, more healthy meal than those bottom of the barrel fast food joints.  And what do they have to look down on?  Taco trucks?  Street Vendors?  Sometimes those 2 am street vending hotdog guys can give you a run for your money there, Mr. Snooty fancy-pants restaurants!  Oh if only walls and carts could talk…