Posts Tagged ‘the castle doctrine’

A Game And A Chat Ep 2: Jason Rohrer

By Nathan Grayson on January 28th, 2014.

Jason Rohrer isn’t like other game designers. He isn’t really like them at all. From his early days eschewing videogame norms to make a game about the inevitably of death and loss in Passage to cooperative storytelling intrigue-o-tron Sleep Is Death to wild (and controversial) Minecraft “religious” experiment Chain World, Rohrer’s games aren’t escapism. They often make people uncomfortable. They often make him uncomfortable. The Castle Doctrine, then, might just be his most unsettling interactive experience yet. It’s about breaking, entering, stealing, murdering, and defending your virtual family from other players doing the same. As with Rohrer’s other games, it stems from deeply personal experiences, and we’re going to talk about that, the sensitive nature of many topics portrayed in his game, paranoia, gun ownership, game sales, and tons more. This one might be a bit more, er, heavy than the chat with Tim Schafer. But it should be incredibly fascinating as well. Join us live after the break, starting at 11:00 AM PT/7:00 PM GMT. And if you’d like, click over to my Twitch page and hop into the live chat. Discuss! Ask us things!

Update: We’re done! You can watch the whole thing below.

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Rohrer Isn’t Wrong About Sales, But He Also Isn’t Right

By Nathan Grayson on January 16th, 2014.

I've been wanting to use this image in a post since pretty much forever

OK, first things first: Castle Doctrine, Passage, and Sleep is Death creator Jason Rohrer is a giant. I am automatically more inclined to believe anything very tall people say. They’ve seen so much more than the rest of us from their monolithic neck perches, their giraffe-like forms stretching up into stratospheres I’ve only dared imagine. Also, it’s instinct: big person beat me up, ergo ideologically correct. So even though I don’t agree with everything he said in a lengthy missive about why rampant sales are hurting gamers (or just the things he says in general), I am obligated to think he’s 100 percent right.

Yes, of course I’m being silly. There’s tons to discuss here, as Rohrer’s criticisms are both important and flawed. Let’s dissect why big sales – for instance, those frequently bazooka-launched at us by the likes of Steam and Humble Bundle – are both harmful and crucial to PC gaming.

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Die Hardest: Perma-Perma-death in The Castle Doctrine

By Alec Meer on June 5th, 2013.

Death becomes him

I’ve not had a chance to go back to Jason Rohrer’s fascinatingly bleak, tricksy home invasion MMOette The Castle Doctrine since launch, but it’s now on update 8 and has seen a number of changes. Most headline-making (as you can see) of those is the concept of perma-perma-death.
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The 2013 GDC Experimental Gameplay Workshop

By John Walker on April 2nd, 2013.

An undoubted highlight of GDC every year is the Experimental Gameplay Workshop. Despite having that complete nonsense word in the title, it’s a chance for some of the most innovative and esoteric gaming ideas to be shared with one of the week’s biggest audiences, whether in development, released, or some impossible state in between. Some of the highlights are below.

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It’s A Steal: Castle Doctrine Alpha Released

By Alec Meer on March 13th, 2013.

that went well

Huh, that was quick. Then again, everything I experienced of Jason Rohrer’s home invasion MMO-ette The Castle Doctrine last week did come across as essentially finished, so I suppose there’s no reason not to release it to the world now. The version the Passage dev has put out is billed as an ‘alpha’, in that time/Mojang-honoured tradition, and sells for half-price while that’s the case.
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Impressions, Part 2: Jason Rohrer’s The Castle Doctrine

By Alec Meer on March 8th, 2013.

Right then. Now I’ve had a little catharsis by revealing how home invasion-themed MMO The Castle Doctrine made me feel, I want to talk a little more about its mechanics.
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Impressions, Part 1: Jason Rohrer’s The Castle Doctrine

By Alec Meer on March 7th, 2013.

The Castle Doctrine, the upcoming game from Passage and Sleep Is Death creator Jason Rohrer, is an indie MMO about criminals invading your home, and you invading their homes. A combination of base-building and puzzle-solving, it’s also an examination of how it feels to be both victim and villain. I’ve spent some time with an early version of the game.

I killed a woman for the sake of $21.

I killed a woman.

For $21.

I killed a woman.
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Rohrer On The Castle Doctrine, Guns & Chain World, Pt 2

By Alec Meer on February 1st, 2013.



In the first part of an extensive, illuminating and arguably controversial interview with Passage, Sleep is Death and Chain World creator Jason Rohrer, we discussed his new game, the fascinating but sinister home defence MMO The Castle Doctrine, making virtual possessions and people matter and why he chose to include only male protagonists. In this second and final part, we pick up mid-chat about issues of authorship in games, leading to his thoughts on the divisive Far Cry 3. Then we cover his outspoken feelings about gun control, before moving on to how house and trap construction works in The Castle Doctrine, how he thinks he’s made player-generated content meaningful, and, inevitably, whatever happened to his mystery Minecraft mod Chain World.

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Jason Rohrer Reveals The Castle Doctrine, Part 1

By Alec Meer on January 30th, 2013.

Indie dev Jason Rohrer, creator of Passage, Sleep Is Death, Inside A Star-Filled Sky, The Diamond Trust of London and the near-mythical Chain World is a divisive game designer, because reasons. I personally reckon his stuff is reliably fascinating, bold and often important (including on those occasions that I’ve rather bounced off it), so I’ve been very keen to find out more about his upcoming game The Castle Doctrine. An MMO based around the concept of home invasion and home defence, the nature of the Rohrer’s tenth game has remained cryptic since a guarded reveal last October.

In this first of a two-part interview, Rohrer explains just what this dark multiplayer game of strategy, construction, burglary and cold-blooded murder is, how it works, its amorality and politics, the unenviable living situation and fear of vicious dogs which inspired it, and why the late-in-the-day addition of a wife and kids changed the nature of the whole affair.
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Home Invasion: Rohrer’s New Game The Castle Doctrine

By Alec Meer on October 22nd, 2012.

About the easiest way to start a bar fight among those who deem themselves educated in videogames is to bring up Jason Rohrer’s Passage (missus), an unwitting poster child for ‘artgames.’ It worked its morose magic on me, while others found it arch and ungame, but between that and the lofty ambitions (though there are disagreements on the execution) of two-player storytelling game Sleep Is Death I suspect I’ll forever be fascinated by what Rohrer gets up to. Next up is The Castle Doctrine, “a massively multiplayer game of burglary and home defense.”

A Tony Martin sim? Maybe the Daily Mail will embrace videogames after all.
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