Posts Tagged ‘Tim Keenan’

The Electronic Wireless Show – IGF Special #1: Sci-fi

It’s time to use to our radio voice. The RPS Electronic Wireless Show has historically been our not-very-regular podcast where we gather to tell each other how wrong we are about videogames. But this month it has mutated into something different. In the lead-up to this year’s Independent Games Festival, we interviewed a whole bunch of developers, all of whom have been nominated for some kind of award this year. We’ll be talking to them about sex, politics, and other things we’ve never understood.

In part one, we’re talking science fiction with the makers of Duskers, Quadrilateral Cowboy and Event[0]. Click onward to listen here, or find it on Soundcloud directly.
Read the rest of this entry »

RPS Advent Calendar, Dec 19th: Duskers

The next door on the Advent Calendar might be dangerous…or, to be more precise, what’s behind it might be. We haven’t examined the contents yet and would advise that you do not approach it until it’s been fully scanned. Why not send in a drone to open the door while you hide in the bedroom. That way if anything terrible emerges, you’ll be safe, hiding under the duvet.

It’s the game with 2016’s best interface, Duskers!
Read the rest of this entry »

Have You Played… Duskers?

Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.

I tend not to like games with obtuse interfaces, even those which have chosen those interfaces for deliberate affect. Duskers is that rare exception. You use a command line-stlye interface to control a small fleet of robots in order to explore and scavenge derelict spaceships.

Read the rest of this entry »

How Typing Heightens Duskers’ Deep-Space Horror

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Duskers [official site].

That atmosphere. That rising tension. That emergent puzzle-solving. That moment in Duskers when deliberate planning turns to hell, and you sit, impotent, as your team of unswerving drones are fried by radiation, pulled into the vacuum of space, or are torn into scrap by unknown horrors.

At the centre of this experience is a single decision that Duskers’ creator, Tim Keenan, says was “the most empowering thing I’ve ever done in videogame design.” It won’t sound like it could ever have such power, but if you’ve played Duskers (and if you haven’t, you really should) you’ll know the potency of its:

THE MECHANIC: Command-line interface

Read the rest of this entry »