Supple Think: developers

Poverty as Art

by Zen

Posted on Thursday, September 8, 2011
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Several months ago the National Endowment for the Arts announced that it would be expanding its definition of art to include video games. There was a lot of predictable confusion about what this meant, but now that the storm has subsided I'd like to take a look at some of the truly positive things we might see as a result of this.


The fact that it's now possible for authors of video games to receive federal grant money has fascinating possibilities, not least of which is the divorce of game development from the corporate bottom line. NEA grants are available only to non-profit organizations, which means more or less that money is available only to authors more interested in making games than in making money. The paradigm of the starving artist has been missing from video games, instead represented by the risk-taking entrepeneur. When you hear "video game exhibition" you think of a trade show like E3 instead of an art exhibition. And while I believe it should be possible for artists of any sort to make some proper money doing what they love, the only way to keep it from staying merely a business venture is to make it somewhat impractical.


Thus far we've seen publishers trying to fill a double role. A field like video games can only advance if boundaries get pushed, and companies need this advancement to compete. This is why Namco has anything like a Digital Hollywood Game Laboratory, and why they would give Keita Takahashi a million dollars to "proactively ignore" corporate marketing instincts and make a game like Katamari Damacy. But that story more resembles a gifted engineer producing an inventive patent from the lower levels of a company than an artist setting up a work of art within or against a particular culture. It's unheard of for the artists to not intersect with the industry, but that intersection has at least managed to change in recent years.


This change has enabled small companies to get their games released on a global scale without signing all of their intellectual property over to the publisher. This appears to be the arrangement that Jenova Chen (né Xinghan Chen) has with Sony, who have contracted him for three games to appear on the Playstation 3, two of which (Flow and Flower) have been released already. Chen has repeatedly shown a willingness and desire to give up the easy, profitable path for more artistically fulfilling work. He co-founded a company called Thatgamecompany (TGC), which he indends to keep small and personal, and he gave up a secure position at Maxis to do so. They've apparently made action games that follow traditional formulae internally, and these games were allegedly quite promising, but Chen says he decided not to spend his time on anything that wasn't pushing him creatively.


All of this is just marketing, of course, if the games don't show this personal touch. His newest project, Journey, promises to live up to this talk by alienating most core gamers. It's an online game that seeks to remove all of the convenient chatter from the online experience. No gamertags, no voice chat, no text. All the players get with which to interact are a unique identifying mark (so that you know if you've played with that person before), a shout, and one's actions within the game world. The goal of the game is to traverse a vast desert and reach a mountain on the horizon, but the reasons and the method are left unstated. The players are supposed to work toward that goal, either together or independently, and presumably the story will become more clear as they do so.

What excites me about this project is the attention to how players interpret the actions of others in a video game. Anyone who follows professional Starcraft has seen how playing a game can be a form of expression, but most online games do little more than provide a list of canned animations and phrases. Starcraft's example is that the game itself ought to be enough, and the question is whether an inteface on the PS3 can allow for expressive gameplay rather than relying on a layer of menus and XBox Live features to pretend that anything like communication is happening.

Emmanuel Levinas, a 20th-Century Jewish philosopher who worked hard to develop an ethics out of the work of Edmund Husserl and Martin Heidegger, concentrated on the "face-to-face" of human interaction. For Heidegger this meant a recognition of the other as being fundamentally the same as oneself, but Levinas went further. He said that when one encounters the other there is always already a responsibility for the other, and that this innate commandedness is fundamental to any such experience. Every human interaction, then, is already a response.  Furthermore, it is this act of being "singled out" by the other that establishes one's own identity.  That's right: "face-to-face" interaction with others is fundamental to our being in that the gaze of the other establishes us in our being.

I'll try to leave the explanation of Levinas to just that, but outside the context of philosophy it seems a relatively odd claim. In context it's clear just how bold a claim it is: that such relations, such responsibilities, are the primordial foundation of all human interaction. More to the point, it is the experience of being faced with another person that allows us to recognize our own personhood.

So far online gaming has built its social elements by making chat programs bleed down from above into the games, but a project like Journey promises to start from scratch, making us interact in ways that are similarly primordial for a video game. That is to say, reducing our social gaming experience to the initial revealing made possible only through gameplay itself. My hope is that this will make it possible to have an online game without a "gamer culture", letting us discover for ourselves what playing a game together really means.

Anyone who played Ico has experienced the prototype of this experience: Yorda was a character within the game world whose plight was the same as the protagonist's, and as the player one couldn't help but feel that connection by proxy. But Ico only shed light on how far video games have to go: ultimately the character players felt kinship with was a mess of pre-scripted weakness and extremely convincing animation. Once the façade breaks down, once the glass darkens and the player recognizes the experience for what it is, this interaction becomes tiresome and irritating. The great promise of a project like Journey is for us to experience Ico's fellow feeling on a truly human level, one that never reduces to rote interactions. As a commercial enterprise, the odds are against this project's success.

The core ideas behind Journey are, to me, a breath of the freshest air. The question marks that plague the game all have to do with everything we haven't heard: how the gameplay is actually going to keep people working together for an extended period, and how the game is going to make its multiplayer experience last more than a week after its release. My fear is that TGC is going to undermine itself by removing all of the traditional or comfortable elements from its game; without the hook of engaging and satisfying gameplay--elements of game design that Jenova Chen apparently considers himself to be above--to hang it on, all the audacious and brilliant social commentary in the world isn't going to make a mark on the industry. Which is probably fine, because the industry would only have learned all the wrong lessons from it anyway. But this brings me back to the point I started with: that sometimes the industry is better served by an unprofitable, audacious disaster than it is by another blockbuster hit. Maybe in the next few years some new artists can get just enough grant money to push the boundaries of what video games can and should do, and the lack of executives looking over their shoulder is going to let them do just that.
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Selective Depth

by Zen

Posted on Monday, September 21, 2009
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Fans of 2D games put up with a lot of abuse. Often we find ourselves playing a game simply on the basis of its visual and gameplay sensibilities, while the quality of the game could be worse than quick time events. It's sort of like being a Sonic fan, or driving an American-made car. It's sort of like being a battered spouse.

Still, sometimes being 2D doesn't have to be enough; sometimes Vanillaware makes a game. Now I've only played two of their games, but both have offered a distinctive perspective on action RPGs while delivering the most astonishing visuals I've possibly ever seen in a video game. Odin Sphere was a meticulous and harsh brawler, one where each chapter of its intricate story not only provided new perspective on seemingly clear events but also presented the player with completely new play styles. There was variety to the combat, and each playable character focused on a different aspect in a way that really explored the potential of this variety.

In short, it was a masterpiece, although in some ways having a score by Hitoshi Sakimoto could be considered cheating in this regard. When a Wii successor was announced I got pretty excited, since I seem to be the only person who still wants the Wii to work as a platform for more than Gamecube ports, opportunistic shovelware, and kusoge. After playing several hours of Muramasa: the Demon Blade, the 2D gamer in me feels sated without feeling cheapened or insulted.

Like Odin Sphere, Muramasa proves that sprites are still way, way more detailed and beautiful than 3D models. 3D effects are used for complex animations, especially for some of the more enormous sprites, but always as emphasis for actual frame animation. It's a distinctive visual style, somewhat reminiscent of Flash animation, this time given the same kind of Japanese art flavor as Okami. The colors are phenomenal, the backgrounds lively and deep, and the gameplay excellent.

Vanillaware action RPGs have a flow of gameplay that simplifies or removes some of the more traditional obstacles, like platforming challenges or fetch quests, and instead offers the same variety and depth of experience in just combat and map navigation. In Odin Sphere this was accomplished with parallel systems of food and weapon experience which fed into each other, along with a ridiculously complex item crafting system that was tied into every single aspect of combat and character progression. In Muramasa the item crafting is simpler, but there are still parallel systems affecting what weapons you use. This relative simplicity is made up for by a much more flexible combat system. Instead of cautiously performing hit and run tactics on swarms of durable enemies, combat happens in quick skirmishes that coerce you into using all your abilities without ever explicitly requiring it.

Basically, the theme for these games is that nothing is wasted. Every action you perform is working double-duty, and every action you perform provides toward a goal elsewhere. This is how a game that essentially boils down to running around a simple map fighting random battles can stay fresh and interesting for so long.

To explain more about why I love the game's combat so much, especially in the face of accusations that it's too button-mashy, I'm kind of a sucker for any combat engine that emphasizes mobility. There are simple ground and air combos if you just mash the attack button, but it's usually a better idea to take advantage of the dash attacks. You hold down the attack button and just aim the control stick in the direction you want to go. Combat feels more like a flow from one enemy to another, punctuated by stationary combos, than a simple round-up followed by an attack combo. Dodging and attacking become the same, and just like everything else in a Vanillaware game no single action serves a single purpose, but everything works double duty.

Another feature of the combat, and probably the primary reason people think it's too easy, is the blocking. For the most part (things change in the game's hard mode) you block by attacking while being attacked, which makes sense as far as parries are concerned. The reason this all works is that blocking uses up sword integrity, which is necessary for performing special moves. After a sword breaks it will slowly regenerate, and you can carry up to three at a time, but for the most part you will be more worried about keeping your swords intact than actually taking any damage. Once they all break you're basically dead meat. Think of it like the recharging shields in any post-Halo shooter, only because it's Vanillaware they pull double duty and power special moves, too.

Muramasa has two difficulties, which boil down to Baby and Insane. It's probably better to acquaint yourself with it before going insane, but you can switch at any time. I've found a fair bit of challenge as a baby without wanting to pull my hair out, but I'm looking forward to replaying it on hard mode. I would probably have preferred a GOD HAND-style reactive difficulty system, but that's not Havok Physics ubiquitous yet, so I can't really complain.

The game is brilliant and the game is beautiful, but that's not even why I love it, exactly. It's the same sort of feeling I got when I played No More Heroes and felt like I really got to know Suda 51. We're all used to loading up a game and seeing corporate logos for thirty seconds, but you don't even see Vanillaware's logo until after you press Start. It's a unique touch, and it reminds me every time that the people who made the game are a part of the game experience itself. When the cover falls off of House of Leaves you're left with a book written by characters, and it's the author's hope that you forget about him entirely. If the cover fell off of Muramasa you'd still be spending time with George Kamitani, because he puts so much of himself into what he does. Please join me in loving him for it.
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Frightful Methodology

by Zen

Posted on Thursday, July 30, 2009
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Every once in a while somebody who makes games will tell a story or explain a decision in a way that is really jarring and thought-provoking. The obvious example is Miyamoto's story about the origins of The Legend of Zelda. Even more primal than Miyamoto's childhood adventuring, though, is the anecdote itself: romantic and inspirational, reminding us that there are reasons games are fun and that it might be possible to understand what they are on some level. The problem is that only rarely does this kind of personality shine through in a game on its own, and the language barrier between us and Japanese developers keeps any explanation on the side either completely opaque or vastly leveled-down.


I'm going on about this because I just read this spectacular piece on game design, and it gives a great look into the workflow of game designers. One man's brief epistle, while restrained in scope, approaches the game in its complete character in a way marketing copy and third-party features and reviews are hard-pressed to. This has been on the rise of late because smaller, independent development teams not only thirst for direct contact with players, leading to more direct essays like this, but their small size brushes away all the dirt that covers over the personality of the people making the game. This has been talked about at length over the last few years as independent games have begun to thrive, but as video games have become more personal they have also necessarily, thrillingly, become more dialectic.


It's tempting, when writing a review of a game, to enframe it in terms of "difficulty", "music", "graphics", and "gameplay" (usually meaning the interface). None of these things necessarily has much to do with playing a game. They are attempts to objectively measure its quality, not to convey the things one feels while playing it. The result is that most such reviews set out to tell you nothing at all that you need to know, and only accidentally and ambiently convey some notion of what the reviewer's experience of the game really was. Saying that GOD HAND is "too hard" is a troubling proposition. On the one hand, GOD HAND is incredibly hard. On the other hand, its difficulty is so masterfully paced that with the proper introduction it pulls you forward like a conveyor belt. Reviewers of Devil May Cry 3 were infamously humbled by the first levels of the game's original US release, to the point of dismissing the game entirely. Both of these examples show games whose reviewers are so consumed by the need to objectify the game that they have a hard time simply experiencing it.


Any game can be challenging, and this challenge can help or hinder it. Just as an older game's graphics can be technically inferior but factically far more expressive than a more recent one, a game that is easier to beat might be far more difficult to play well. Most of us have a list of things we hate to see used to add challenge, and yet we have sometimes enjoyed games despite these things. I am inclined to agree with Hiroshi Shibata that one way for a game's challenge to "work" is for it to force the player to confront and overcome fear. More than just a series of command inputs, a game takes place in terms of its presentation. A game can be challenging without making the player lose, as the fear of losing is only one kind of fear the player of a video game confronts (as anyone who's played La Mulana will attest). Shibata's essay brought to mind Heidegger's characterization of "what is encountered in fearing":



1. What is encountered has the relevant nature of harmfulness. It shows itself in a context of relevance.
2. Thus harmfulness aims at a definite range of what can be affected by it. So determined, it comes from a definite region.
3. The region itself and what comes from it is known as something which is "uncanny."
4. As something threatening, what is harmful is not yet near enough to be dealt with, but it is coming near. As it approaches, harmfulness radiates and thus has the character of threatening.
5. This approaching occurs within nearness. Something may be harmful in the highest degree and may even be constantly coming nearer but if it is still far off it remains veiled in its fearsome nature. As something approaching in nearness, however, what is harmful is threatening, it can get us, and yet perhaps not. In approaching, this "it can and yet in the end may not" gets worse. It is fearsome, we say.
6. This means that what is harmful, approaching near, bears the revealed possibility of not happening and passing us by. This does not lessen or extinguish fearing, but enhances it.
[Being and Time p.140]

There's a lot of Heidegger jargon in there, but I'm sure you can see how this list reads almost like a map of an action game's boss fight. Typically one thinks of the phases of a boss fight in terms of its attacks, patterns, and tells, but the designer must put it together in more primordial terms. What this reveals is a more existential way of looking at video games in general. Facing off against a boss for the first time is always more terrifying than when you come back to it, not simply because of its dramatic presentation but because it places the player in an environment that is unfamiliar, "uncanny". The player's own imagination of what harm this opponent can inflict is even more terrifying than the actual "damage output".


Existentialism in novels and films has led to a great deal of snobbery and competition over who's the biggest artist. It's comforting to see that in video games we have the possibility to employ the ideas in a way that's less referential and more applied. Video games are existential always already in that they must involve the player in an experience. A game that seeks to limit the player's experiences to a script is missing this critical point. I've talked before about how good games empower players, but that's probably the wrong way to put it. A good video game puts the player in a world in a way fundamentally different from mere storytelling. A good video game opens up a world of decision making and possibility, gives the player a chance at pursuing a project.


Sandbox games, nonlinear games, storytelling games, puzzle games, fighting games, every single genre of video game does or doesn't do this at various points, and I think it's important to change the language we're accustomed to using when talking about these successes and failures. We live in a time when game designers can perform, can put players in a world like never before. It's time to stop waiting for video games to be the same things as books and movies. We're well beyond that now, well beyond the script and the recording and the measured span of time. Video games found their way years ago, with almost nobody noticing and even fewer taking the lead.
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The Phantom of Akihabara - Part V

by alzabo

Posted on Friday, July 17, 2009
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"“The game industry is a master-and-slave system,” the owner said. “It’s endemic. The console makers kowtow to the government with regulations stricter than what the government would’ve forced on ‘em. The game makers kowtow to them because the distribution system gives them no other choice. And the buyers aren’t helpin’, either. Nobody ever got sued for releasing bad or buggy games. They just want the special-edition bonuses. One thing’s for sure — you ain’t gonna find a industry that’s more manipulable than this.”"

The Phantom of Akihabara - Part V Article Permalink

Enix's atrophied appendage twitchs once more

by alzabo

Posted on Tuesday, July 1, 2008
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Chrono Trigger for Nintendo DS. I guess this is the sign we've been waiting for.

Back when Enix and Square merged many invisioned a future where both RPG power-houses would colaborate and create a slave army of basement dwelling teenagers that would be wholely incapable of doing anything more menacing than making people around them feel uncomfortable any time they open their maws to emit a horrible mixture of internet memes and feminine Japanese.

While the above nightmare has come to pass, it is not by Enix's hand. They actually merged with Square to endlessly rehash all of Square's old properties until they are completely unprofitable. While Enix's wish to grind Square into dust may seem cruel, at least they have found a way to keep Tetsuya Nomura's emaciated, zipper clad, emo charecter designs from infecting other games.

With Chrono Trigger on the horizon I suppose a wireless multiplayer version of Secret of Mana isn't far behind.

The only reasons I would consider replaying Chrono Trigger again is to name everyone in my party Lavos. Article Permalink

This is really happening.

by Zen

Posted on Friday, May 16, 2008
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Right as I start to get really excited about Clover Studios and their new incarnation, Platinum Games, this announcement turns up. Four games! Here's my take:

Bayonetta: Hey, we're innovating on the Devil May Cry formula! Finally! I love all three Devil May Cry games, a lot, but hopefully this will finally make my dream of Viewtiful Joe-style time control combined with Devil May Cry action a reality. Interestingly enough, this is exactly the team that could do it and do it right.


Infinite Line: I never played Steel Battalion and we really have no info on this other than that it's a DS RPG, but there are no pieces of this puzzle so far that do not sex me up.


MadWorld: I love Nintendo consoles because I don't think videos games need to be violent to be fun, significant, or even awesome. That said, I like violent video games and think Nintendo needs more of them. Maybe one of these days I'll gush about No More Heroes, but for now it's enough to say that it tickled me in very private, very splendid ways. It was like an easygoing GOD HAND on the Wii, with absolutely sociopathic amounts of blood and arbitrary violence. MadWorld looks like it's going even further, as instead of making all the blood grey or whatever in Japan they are simply not going to release it there at all. This game will be indulgent, offensive, bloody, and on a Nintendo console. Make it happen.

Shinji Mikami: Yeah, he's working on a game. There are rumors that Suda 51 (the guy who made Killer 7 and No More Heroes) is involved. That's all we know, but I'm going to go ahead and pretend they're making GOD FOOT together.
Nothing can spoil this day. Article Permalink

GOD HAND

by Zen

Posted on Sunday, April 6, 2008
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So it turns out that the lead guys from Clover Studios are still out there, and with the Wii port of Okami anyone who hasn't felt the love yet should get started. The game rains down style on you for like forty hours, and shows Nintendo that if they're not going to take Zelda anywhere then other people are certainly up for the job. Once you're done getting a furry handjob from Okami, though, I've got something you need to try:




Where Okami makes love to you, GOD HAND rapes you into tiny pieces without even noticing you're there. Remember when games weren't just hard? Remember when you needed not just the skills but the right constitution to finish a beat-'em-up? Besting GOD HAND is a triumph of will, a demonstration of one's ability to go beyond playing the game and take up the reins of one's own destiny. To complete GOD HAND is to face one's ownmost, inevitable, yet indefinite potentiality-of-being. As born, the player undertakes the journey. Dying, the player discovers the resoluteness to complete it.


GOD HAND gets a lot of gruff for being "too hard". I'm here to tell you that that is an ignorant thing to say. Despite its difficulty, GOD HAND is one of the most fair games I've ever played, and while it is extremely difficult, it has a scaling difficulty system that lets you and the game reach a natural equilibrium while still rewarding skillful play. There are two different kinds of super-powerful attacks that you can use strategically, and every time you die in the game you not only learn a ton from your mistakes, but also get to keep any moves and cash you picked up. This is an example of one of GOD HAND's most brilliant accomplishments: the complete abandonment of archaic and irritating game behavior.

Every single power-up item an enemy drops or you find in a crate will stay on the level indefinitely. This means you don't have to waste a healing item when you don't need it, you don't have to break your combo to go pick stuff up, and you can plan your use of powerful moves based on what items appear. Not only that, but if you do pick up an item that you don't need, you get money for it instead.

There's a lot of other surprising little touches that show the game's fairness. When you use a weapon on enemies, it'll break after a certain number of hits, but you can use it to break open all the boxes you like. Punching exploding barrels doesn't blow them up, and there are unlimited continues with frequent checkpoints. GOD HAND is not difficult because the game environment is arranged to be stingy, irritating, or punishing. GOD HAND is difficult because you don't know how to play it yet.

To get good at the game, you'll have very little tutorial to rely on. Practicing with every move, studying enemy behavior, mastering the subtly versatile dodging system, and managing your tension meter are all genuine skills you develop as you make your way through GOD HAND. You can actually learn a lot by watching other people, as I did with this thread.

Besides the fact that the gameplay is super rewarding, though, why should you play GOD HAND? Because it's hilarious. Anyone who's played a Resident Evil game knows Shinji Mikami's knack for B-movie kitsch, but the celebrated campiness in this game has been turned all the way up. Dialogue between the protagonists is awkward and nonsensical, charmingly childish, and never tries to be genuinely moving. All the characters have literally the most awesome names possible, and the animations and subtle gags are better than I can possibly describe. Every single note is hit perfectly.

In the end, the experience of playing GOD HAND is put best in the words of a scantily-clad woman you rescue from a pair of dominatrices:
I can't believe this is happening! They smacked my ass so many times... But in the end, I started to like it!
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Dudes Who I Want To Pay But Can't

by Tupperwarez

Posted on Tuesday, March 11, 2008
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All right, so K1 has convinced me to plunk down a list of my own. Apparently it is a compilation of game-making dudes I want to pay, but cannot, for one reason or the other. Both he and Durfy have already mentioned some of the guys I was going to mention, so this list is regrettably short, like three entries worth.

What, you'd rather read ten fucking paragraphs of "Yeah, what he said."? Here's your list.

Neil Manke
Some of you might have heard of They Hunger, a zombie outbreak themed single player mod for Half-Life 1. They Hunger was essentially a series of episodes, before the industry latched onto the term. It was very polished work that rightfully earned Neil and his collaborators positive press. Well, it turns out Neil has a game studio, Black Widow Games. And they are perilously close to releasing They Hunger: Lost Souls, which will be a purchasable, stand alone game based on the Source engine. The trouble is, they've been 'almost done' since last year. I hope this thing isn't stuck in QA limbo, because I'm really interested in checking out the final result.

Konjak
This guy isn't just a great artist. He also makes games that are both fun to play and look at, like Chalk and Noitu Love. Also, Noitu Love 2 is coming out soon, and it's looking really rad. He has worked on commercial games before I believe, doing sprite work for Contra 4 and such. But the fact remains that his work is definitely worth your time and money.

Nifflas
This is the guy that gave us mellow, exploration-themed platformers like Knytt and Within a Deep Forest. I find these games relaxing and laid back, and Knytt has the added bonus of odd looking critters and people(?) going about their business in the foreground and background. I'm a sucker for that kind of thing. It's like having an aquarium, but without the mysterious green scum that kills all your fish and makes you cry. Oh, that's right, he has a Donate link on his homepage. Does this still count? Oh who cares, I still think I should give him money in an official capacity, like a retail/online purchase of some kind.

Cactus
This guy. This guy is a machine. He cranks out all these bizarre little games with alarming frequency. Please, go poke around his site and give one of the many little doodads he has made a try. Cactus himself admits that they are more like experiments dressed up as games. And like most experiments, not all of them are successful. Still, his enthusiasm for trying new and strange things is certainly noteworthy. I would be really interested to see what he would turn out were he paid for his time. Article Permalink

Five developers that I want to give money to

by K1

Posted on Thursday, February 28, 2008
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As much as I loathe when a gaming site does the list thing, this topic came up in conversation and I felt that it was something worth writing about. I do want to avoid crap like "Top 100 games with hats in them and if you disagree then screw you" though, so I just want to express that this list is, like, my opinion man, so just chill if you think I am in the wrong.

Five Developers I want to give money to (but I can't, within reason):

#5 - Shigesato Itoi (Earthbound / Mother series):
This one is the biggest stretch since technically I can import Japanese versions of Mother 3 and Mother 1+2, but his games are ones I want to play in English to get the maximum amount of enjoyment out of them. Unfortunately, Nintendo seems to have a secret agenda to keep the Mother series from ever returning to the states. They have even gone so far as to remove the Earthbound Virtual Console demo from the U.S. version of Smash Bros. Brawl (or so I hear). At least Ness is still in Smah Bros., so they can't deny the existence of Mother completely. Sad.

#4 - Clover Studio (Okami, God Hand, Viewtiful Joe):
While it's true that the talent and management behind Clover Studio are still around and making games inside and out of Capcom, what's nice about buying games from a particular studio is how you can vote with your gaming dollar on what developers you want to see games from again. The biggest slap in the face with this one is how Okami is getting ported to the Wii, but in buying it none of the money or credit is really going to Clover Studio proper. Again, cry.

#3 - Ben Croshaw / Yahtzee ( 5 Days a Stranger, 7 Days a Skeptic, 1213):
Why yes, I am referring to that Yahtzee, the one that talks really fast about games and it's funny. As it turns out, he can make a mean game as well as he can bitch about them. Ben's adventure games are some of the most well-written adventure games I've had the pleasure of playing. So much in fact, that I feel he deserves money for a game that he offers for free. If his games were offered on say Steam or Xbox Live Arcade I would pony up the cash for 'em on the spot. Better yet, if I could get a hard copy on disc that would be quite nice.
(Note: As I was typing this and linking to his games, I noticed that he has a donation page set up for each game, and if you donate 5 bucks you get a special edition version. I think I might just take him up on that.)

#2 - Garry Newman / Facepunch Studios (Garry's Mod, Facewound):
Now before someone gets fresh and says something like "well just buy Garry's Mod off of Steam, you mingebag," I just want to point out that I HAVE purchased Garry's Mod, and in fact I even paid for Gold Membership at the gmod forums to get early access to beta versions of Garry's Mod. I'm that hardcore, alright? It's just that I want to give him more money. I *heart* Garry.

#1 - Daisuke Amaya / Pixel (Doukutsu Monogatari / Cave Story)
Man, this guy. How is it one of the best games I've played in the past couple years is a freeware game made by one person? This guy deserves my money so much it's a crime. I want to pay to own a copy of this game. I want to own it on multiple consoles, including at least one handheld. I want to buy all kinds of crazy Cave Story merchandise, like t-shirts, plushes, and action figures. I want there to be a sequel, I would wait in line until midnight to buy it.


But I can't. Article Permalink

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