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Hannah Nicklin

3 years ago

Feature: Mirrors & Secrets

Inside A Collective Part Four: Tyu

This is the fourth part in a six part series on the French games collective Klondike. This fourth article focuses on one of the ten members of the collective: Tyu. Find out more about Tyu at her website and follow her on twitter. Tyu and I sit slightly awkwardly on a sofa bed, currently in sofa formation, in the small office room that Gib and…

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Feature: Orchids, puddles, sneezes

Inside A Collective Part Three: Pol Clarissou

This is the third part in a six part series on the French games collective Klondike. This article focuses on one of the ten members of the collective: Pol Clarissou. Find out more about Pol at his website and follow him on twitter Pol arrives the second day I’m in France. He and Tyu travel together to the central station in Lille, from Valenciennes, where…

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Feature: Watercolour journeys

Inside A Collective Part Two: Delphine Fourneau

This is the second part in a six part series on the French games collective Klondike. This second article focuses on one of the ten members of the collective: Delphine Fourneau. Find out more about Delphine at dziff.com and follow her on twitter. Download her most recent game, Sacramento, right now. Delphine and Gib meet me at Lille Europe. I almost walk into them, largely…

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Feature: Ghosts, whodunnits and much much more

Inside A Collective Part One: Introducing Klondike

This is the first part in a series on the French games collective Klondike. This first article is an introduction to them, and their work, including a list of games, nominated by each member of the collective, collated as a way of getting to know them. On a rainy humid day in June I spent a couple of days hanging out with four members of…

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4 years ago

Feature: Or Mum, if you'd rather.

Even Your Mom

One of the commonly used phrases in tech and games to describe a foolproof ease of use is ‘even your mom’. “So simple even your mom could do it”. That’s where this article starts. ‘Even your mom’ could play this game. But what do we mean by that beyond touch-based or click-only interfaces, and games produced for the often dismissed ‘casual’ market? And, actually, how…

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Feature: How place affects games and creators

A Psychogeography Of Games #6: Llaura Borealis

This is the last of my 6 articles in the Psychogeography of Games series on RPS, drawn from a series of performance talks given at Videobrains in London. If you’d like to support my on-going games writing, and get a reward of a super cool zine of these collected writings plus images and extras, sign up on patreon.com/hannahnicklin. Thanks for reading. - Hannah This is…

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Feature: A walk about games about walks.

A Psychogeography Of Games #5: Ed Key

This is article 5 of 6, adapted from my Psychogeography of Games series for London’s Videobrains. If you enjoy this, please consider backing me on Patreon, where there’ll be a zine of these texts coming out in the New Year, plus an exciting new project announced soon(ish). In the months running up to the walk, Ed has sent me the occasional email, each time with…

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Feature: How Place Affects Game Design

A Psychogeography Of Games #4: George Buckenham

This is article 4 of 6, adapted from my Psychogeography of Games series for London’s Videobrains. If you enjoy these articles, please consider backing me on Patreon. I’m soaked before I even get to George’s door. He lives in ‘Globe Town’ – a small part of North East London in the borough of Tower Hamlets. I call him from Globe Street and walk up and…

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Feature: On liminal spaces

A Psychogeography Of Games #3: Kerry Turner

This is the third of 6 talks I’m doing for Videobrains walking with game designers and thinking about how the landscape of their lives affects their game design. If you enjoy this series, please back me at patreon.com/hannahnicklin. This week, developer Kerry Turner, creator of indie gem Heartwood. We’re going to Brighton, the long way round. Around 12,000 years ago the ice left Yorkshire. As…

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Feature: Walk And Talk

A Psychogeography Of Games #2: Holly Gramazio

She is 25 years old. She stands in an airport in dusty cold air pushed through air conditioning units, a suitcase checked in half an hour before. 3 archive-style boxes, twice the size of a large shoebox, will follow. It’s 1991 and she is 10. A legionnaire’s hat hides her head from the Adelaide sun. Blue and white checked dress, a windcheater with the school…

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Feature: How Place Affects Game Design

A Psychogeography Of Games #1: Kentucky Route Zero

This article is a part of a series based on 6 months as resident speaker at VideoBrains called A Psychogeography of Games. Psychogeography is a big chewy word put together by drunk French dudes in 1955 to talk about how the landscape of our lives affects how we feel, think and act. Here, I’m particularly interested in how the geography of our lives affects how…

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