Posts Tagged ‘igf’

The Competition: The Story Behind The IGF’s Critics


“There’s no plans to bring Fez out on any other platforms?” I ask Phil Fish, as he finishes off his sandwich. He chews and I mutter an inward prayer. Oh Gods, let him say PC. “We’re not even thinking about it right now,” he says. “I mean, ultimately, I would like to see it on everything. Why not? But we do have exclusivity with Microsoft, as you do – you find it’s really hard to not do that.”

The Gods are useless. Never pray.
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Beaming: FTL Is The Star Trek Game I’ve Always Wanted

FTL FTW
Every fantasy you’ve ever had to reroute power to the shields exists in FTL. I know because I just pulled power from the sick-bay to boost my shields while I attempted to flee a hostile enemy scout. If you don’t have those fantasies yet, then soon it’ll be all you can think about. FTL’s random, rogue-like space-faring nastiness just got me into an unwinnable fight against an unmanned scout ship: if I destroyed it, it would automatically send out a distress signal to inform the rest fleet that I’d just Captain Mal-led him. So instead of going for a death blow, I had to stoke the shields and retaliate by hitting their weapons, keeping us both alive while my FTL drives powered up. No-one was hurt so far; the sick-bay was expendable. Recuperation would have to happen post-battle.
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IGF Factor 2012: Storyteller

Today in our series of interviews with (almost) all the finalists in this year’s Independent Games Festival, it’s the turn of DIY narrative-building game Storyteller, from the creator of lovely curios Today I Die and I Wish I Were The Moon. Storyteller is nominated for the Nuovo award. Here, Ludomancy’s Daniel Benmergui talks Argentine game dev, how Storyteller creates a unique comic based upon your in-game decisions, and answers the most important question of all.
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IGF Factor 2012: At A Distance

Terry ‘VVVVVV’ Cavanagh’s ultra-minimalist, abstract first-person co-op puzzler At A Distance is nominated for the Nuovo award at this year’s Independent Games Festival. As part of our seemingly infinite series in which we chat to (almost) all the finalists, Terry talks about the concept behind the game, what he’d like to see win at the IGF this year, his disappointment that the Pirate Kart didn’t get a nod, and his answer to the most important question of all.
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IGF Factor 2012: Realm of the Mad God

Not him. Not him again. Anyone but him.

Today in our ongoing series of chats with (almost) all the PC/Mac-based Independent Games Festival 2012 finalists, it’s my personal nemesis, the micro-MMO/twin-stick shooter Realm of the Mad God – nominated for the Technical Excellence prize. Here, Wild Shadow Studios chat about their and its origins and future, getting away from boring MMO combat, and the most important question of all.
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IGF Factor 2012: Spelunky

That explosion would look so much nicer on PC, Derek

Next in our never-ending series talking to (almost) all the finalists at this year’s Independent Games Festival, it’s Derek Yu of the splendid randomly-generated cave exploring game Spelunky, which is up for the Technical Excellence, Excellence in Design and Seamus McNally Grand Prize gongs. Here, Derek chats about his origins, TIGSource, Aquaria, how he abandoned and then rejoined game development, the odds on whether we’ll see a PC version of the XBLA Spelunky remake, and his answer to the most important question of all.
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IGF Factor 2012: WAY

Today in our series of chats with (almost) all the PC and Mac-based finalists at this year’s Independent Games Festival, it’s indie collective CoCo&Co’s fascinating, dialogue-free co-op puzzle-platformer WAY. The game is nominated for the Nuovo award, and was also a winner at this year’s IGF Student Showcase. Here, the team talk about their impressive games industry origins, the concept of playing games with an anonymous partner, how games can form emotional connections with their players, breaking down the barriers that so often separate gamers who don’t speak the same language, and their answer to the most important question of all.
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IGF Factor 2012: Botanicula

Next up in our series of chats with (almost) all the PC/Mac-based finalists, it’s the near-legendary Jakub Dvorský from Amanita Design, creators of Machinarium, Samorost and, soon, Botanicula – which is up for the Excellence In Visual Art and Excellence In Audio awards. Here, Jakub talks indie, experimentation and his answer to the most important question of all.

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You Are Democracy: IGF Audience Award

independent game developers fought for your right to vote

You there! You enjoy an independent game from time to time, don’t you? I can tell by the way you walk, chin forward, face to the front, heels to the rear. It’s the kind of sensible approach to ambulation that befits a voyager in the wilder realms of the land called Game. You’ll be pleased to hear that the voting for the IGF 2012 Audience Award is now open, meaning you can pop over to the site, download any entrant that has a publicly available build and then vote for your favourite. In the meantime you can also familiarise yourself with the main event finalists in this fine series of word-speaks.

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IGF Factor 2012: Dear Esther

Hauntingly beautiful, exploration-based first-person ghost story Dear Esther (a lavish remake of the mod of the same name) is up for the Excellence In Visual Art, Excellence In Audio, Nuovo Award and Seamus McNally Grand Prize at this year’s Independent Games Festival. As part of our series chatting to the creators of (almost) all the PC and Mac-based finalists, today we talk to Robert Briscoe, lead artist on Dear Esther, about Stalker, Mirror’s Edge, making in-game exploration satisfying, why indie development should be taught in universities and his answer to the most important question of all.
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