A Brazilian fellow who calls himself Douglas Mitsujii has a website in which he collects Flash games he finds particularly philosophical or emotive. He contacted me about translating my game Viewpoints a month ago, and guess what, it’s done already. The one upgrade I couldn’t resist was the audio quality (lower and more efficient compression), so now the Portuguese version has one slight advantage over the original.
I forgot to report back then, but my game, Viewpoints, got tenth place in the competition it was created for, TIGSource’s Cockpit Competition. Considering that there were 41 entries, that’s not too bad.
More surprising is that Sheets, the game I entered in TIGSource’s latest, the Adult/Educational Competition, also got me in tenth place. This is so surprising due to my making the game in a rush to get something in at all, and it being mostly just a ‘choose your own adventure’ interactive story. More so, because there were a few very good games that didn’t even make it into the top ten, such as Gregory Weir’s Silent Conversation. All I can say is that I got lucky, this time.
I’ve completed a new videogame—another entry in another TIGSource competition. The theme, this time, is ‘cockpits’. My game is pretty much on the fringe in the way it implements the theme, though. What I originally intended to make was some manner of car driving game, inspired by the original Out Run, since I’m such a big fan of the series, and because I love the aesthetic of that kind of low-tech 3D. I might do this in the future; we’ll see how creating such an engine will go for me. But the game I ended up conceiving, because I only had roughly a week to make it (until the deadline was extended another week), is not about driving anything at all, it is merely about looking; how much more simple can a game’s interface and set of verbs get? You are still in some kind of convertible sportscar, but you’re just sitting on the passenger’s seat.
I’ve coined the term ‘narrative exploration’ to describe Viewpoints, because the very core of the concept is about exploring, but not a physical space, like in, say, Metroid, but, instead, a space of different possible stories—a narrative space. The concept itself was shamelessly ripped from Terry Cavanagh’s Pathways —a short game I can wholeheartedly recommend—, though his execution is different from mine (I’m not quite that flagrant).
Play Viewpoints in your browser (requires Flash)
Also, for this past April Fools’, I made a variation of Viewpoints and released it as if it were the finished game for the competition. I took the Out Run and Sega inspiration further, and created something quite ridiculous. I call it Winner. (It may be worth mentioning that some of the contents of this variation were taken straight from Sega-made games.)