Posts Tagged ‘the castle doctrine’

A Game And A Chat Ep 2: Jason Rohrer

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

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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The 2013 GDC Experimental Gameplay Workshop

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

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 1: Jason Rohrer’s The Castle Doctrine

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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