January 2012
10 posts
1 tag
Meet the Team
I’d like to quickly introduce our impossibly handsome team. Everyone pitches in ideas for features and product decisions, but we are finding our little pockets:
Casey Kolderup
Casey is an engineer over at Gilt, which means he’s used to working in a solid gold development environment. I tricked him with promises of planet-sized diamonds and now it’s too late: he’s...
A Home for the Small
Picaro fuses a lot of the ideas I’ve had over the past few years (at one point it was much closer to Jason Rohrer’s Sleep is Death), but it’s current incarnation came from ruminating on short games.
Most other types of media have short forms, but even the shortest gaming experiences tend to be measured in hours. You could argue that high score games (like a Pac-Man or a...
Say Hello to Picaro
I’m really excited to tell you about our new project: Picaro.
Picaro is a way to make and play small adventure games. They play a bit like interactive fiction with the control scheme of an old Sierra/LucasArts adventure game. If that was gibberish: the games are completely text-driven, but require no text input. You don’t type “use the key on the door”, you tap...
Mainstream games ask for and receive a very high level of time commitment, which...
– Wes “Window Cleaner” Wilson in an interview on gamescenes (via notgames)
Creating a context for short games is actually part of the vision for Picaro, something I plan to discuss more in the future. I don’t believe long, repetitive games are inherently flawed, even if they’re mostly...