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	<title>Kotaku Australia &#187; braid</title>
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	<link>http://www.kotaku.com.au</link>
	<description>the Gamer&#039;s Guide &#124; Computer and video game news and reviews</description>
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		<title>Braid Finally Makes It To The PlayStation Network</title>
		<link>http://www.kotaku.com.au/2009/11/braid-finally-makes-it-to-the-playstation-network/</link>
		<comments>http://www.kotaku.com.au/2009/11/braid-finally-makes-it-to-the-playstation-network/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 17:20:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[hothead games]]></category>
		<category><![CDATA[jonathan blow]]></category>
		<category><![CDATA[playstation network]]></category>
		<category><![CDATA[ps3]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=364875</guid>
		<description><![CDATA[ After charming the pants off of players on Xbox Live Arcade and the PC, Jonathan Blow&#8217;s Braid is finally heading for the PlayStation Network later this month.
The time-twisting adventures of Tim will be taking the trip to the North American PlayStation Network on November 12 courtesy of Hothead Games, with a European release coming [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/11/braid.jpg" alt="" class="left" /> After charming the pants off of players on Xbox Live Arcade and the PC, Jonathan Blow&#8217;s Braid is finally heading for the PlayStation Network later this month.<span id="more-364875"></span></p>
<p>The time-twisting adventures of Tim will be taking the trip to the North American PlayStation Network on November 12 courtesy of Hothead Games, with a European release coming at a later date. Press, players and <a href="http://www.kotaku.com.au/2008/09/soulja_boy_provides_his_thoughts_on_braid-2/">rap artists</a> alike have heaped praise on Blow&#8217;s innovative platformer, both for its unique gameplay and its distinctive hand-painted look. If for some reason you&#8217;ve not heard about Braid until this very moment, welcome to Kotaku, and visit the <a href="http://braid-game.com/">game&#8217;s official website</a> to find out more about the title everyone was talking about while you were trapped in that cave.</p>
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		<title>Braid Dev Seeks &#8220;Full Body Motion Tracking&#8221; Programmer</title>
		<link>http://www.kotaku.com.au/2009/10/braid-dev-seeks-full-body-motion-tracking-programmer/</link>
		<comments>http://www.kotaku.com.au/2009/10/braid-dev-seeks-full-body-motion-tracking-programmer/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 22:20:52 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[jobs]]></category>
		<category><![CDATA[motion control]]></category>
		<category><![CDATA[number none]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=363466</guid>
		<description><![CDATA[Number None, the developer behind swell time-manipulating platformer Braid, is getting into the motion control business, actively seeking a developer to do &#8220;very interesting work with full-body motion tracking,&#8221; according to a new job listing.
That update to the official Braid web site, as spotted by the one man team of Superannuation, is hiring someone with [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/10/natal_number_none.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/10/500x_natal_number_none.jpg" alt="" class="left" /></a>Number None, the developer behind swell time-manipulating platformer Braid, is getting into the motion control business, actively seeking a developer to do &#8220;very interesting work with full-body motion tracking,&#8221; according to a new job listing.<span id="more-363466"></span></p>
<p>That update to the official Braid web site, as spotted by the one man team of Superannuation, is hiring someone with &#8220;substantial 3D game development experience&#8221; for an unspecified project. It could very well be the <a href="http://www.kotaku.com.au/2009/08/braid-creator-names-details-next-game-the-witness/">announced but mysterious project The Witness</a> or something new altogether.</p>
<p>As Superannuation points out, Number None&#8217;s Jonathan Blow indicated that The Witness would use motion control tech only in a limited way. Of course, that interview was published a whole two days before the job listing went public, so plans may have changed.</p>
<p><a href="http://braid-game.com/news/?p=636">Hiring another programmer.</a> [Braid Blog via <a href="http://supererogatory.tumblr.com/post/223278827/were-hiring-another-programmer-into-the-new">Superannuation</a>]</p>
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		<title>Indie Games Go Dirt Cheap On Steam, Direct2Drive</title>
		<link>http://www.kotaku.com.au/2009/08/indie-games-go-dirt-cheap-on-steam-direct2drive/</link>
		<comments>http://www.kotaku.com.au/2009/08/indie-games-go-dirt-cheap-on-steam-direct2drive/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 22:40:00 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[audiosurf]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[deals]]></category>
		<category><![CDATA[direct2drive]]></category>
		<category><![CDATA[everyday shooter]]></category>
		<category><![CDATA[gish]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[world of goo]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=348781</guid>
		<description><![CDATA[Digital distribution services Steam and Direct2Drive are battling it out this weekend, attempting to see which PC gaming platform can offer the best indie bundle. The clear winner in this price slashing bloodbath? YOU!!
If you&#8217;re having difficult answering the question &#8220;What are you playing this weekend?&#8221; here&#8217;s a list of what you could be playing [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/08/die_corporate_scum.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/08/504x_die_corporate_scum.jpg" alt="" class="left" /></a>Digital distribution services <a href="http://store.steampowered.com/indiesale">Steam</a> and <a href="http://www.direct2drive.com/8342/product/Buy-Best-of-Indie-Bundle-Download">Direct2Drive</a> are battling it out this weekend, attempting to see which PC gaming platform can offer the best indie bundle. The clear winner in this price slashing bloodbath? YOU!!<span id="more-348781"></span></p>
<p>If you&#8217;re having difficult answering the question &#8220;<a href="http://www.kotaku.com.au/2009/08/what-are-you-playing-this-weekend-16/">What are you playing this weekend?</a>&#8221; here&#8217;s a list of what you could be playing for mere pennies on the dime. Steam&#8217;s &#8220;Weekend Deal&#8221; features no less than ten of the top indie games from the past year, including <em>Audiosurf</em>, <em>Blueberry Garden</em>, <em>Braid</em>, <em>Crayon Physics Deluxe</em>, <em>Darwinia</em>, <em>Everyday Shooter</em>, <em>Gish</em>, <em>Mr. Robot</em>, <em>The Path</em> and <em>World of Goo</em> all for just $US29.99 USD. Insane! I paid fifteen bucks for <em>Braid</em> alone!</p>
<p>If that&#8217;s simply too much game for too much value for you to handle, Direct2Drive is similarly blowing out indie games, with the Best of Indie bundle. That features <em>Zeno Clash</em>, <em>Defense Grid: The Awakening</em>, <em>Democracy 2</em>, <em>The Path</em> and <em>Cogs</em> for just $US17.75 USD. Bonkers, really.</p>
<p>Don&#8217;t less these offers pass you by. Web servers are standing by to take your credit card information then send you data packets bursting with fun. Act now!</p>
<p><a href="http://www.direct2drive.com/8342/product/Buy-Best-of-Indie-Bundle-Download">Best of Indie Bundle</a> [D2D]<br />
<a href="http://store.steampowered.com/indiesale">Indie Sale</a> [Steam]</p>
]]></content:encoded>
			<wfw:commentRss>http://www.kotaku.com.au/2009/08/indie-games-go-dirt-cheap-on-steam-direct2drive/feed/</wfw:commentRss>
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		<title>Braid Creator Names, Details Next Game &#8216;The Witness&#8217;</title>
		<link>http://www.kotaku.com.au/2009/08/braid-creator-names-details-next-game-the-witness/</link>
		<comments>http://www.kotaku.com.au/2009/08/braid-creator-names-details-next-game-the-witness/#comments</comments>
		<pubDate>Tue, 04 Aug 2009 19:40:34 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[jonathan blow]]></category>
		<category><![CDATA[number none]]></category>
		<category><![CDATA[the witness]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=348064</guid>
		<description><![CDATA[Independent developer Number None&#8217;s follow up to Braid, the time-shifting puzzle adventure game, will be The Witness, an exploration-puzzle game on an uninhabited island. Hold onto that knowledge, for it will be a long wait before you get The Witness.
The developer recently began hiring for The Witness, described in job listings as &#8220;philosophical and quiet&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/08/the_witness.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/08/504x_the_witness.jpg" alt="" class="left" /></a>Independent developer Number None&#8217;s follow up to <em>Braid</em>, the time-shifting puzzle adventure game, will be <em>The Witness</em>, an exploration-puzzle game on an uninhabited island. Hold onto that knowledge, for it will be a long wait before you get <em>The Witness</em>.<span id="more-348064"></span></p>
<p>The developer recently <a href="http://www.kotaku.com.au/2009/07/braid-developer-hiring-for-quiet-philosophical-puzzle-exploration-game/">began hiring for <em>The Witness</em></a>, described in job listings as &#8220;philosophical and quiet&#8221; and placing &#8220;a heavy emphasis on the way things look.&#8221; That look will take sometime to nail down, apparently, as the game is slated for a release in &#8220;late 2011.&#8221; That&#8217;s a &#8220;hopefully&#8221; late 2011, according to the game&#8217;s official, currently minimal web site.</p>
<p>Like Braid, <em>The Witness</em> is planned for release on multiple platforms, &#8220;whatever makes sense in late 2011,&#8221; according to the official description.</p>
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		<title>Yeah, Braid Is Coming To The PS3</title>
		<link>http://www.kotaku.com.au/2009/08/yeah-braid-is-coming-to-the-ps3/</link>
		<comments>http://www.kotaku.com.au/2009/08/yeah-braid-is-coming-to-the-ps3/#comments</comments>
		<pubDate>Tue, 04 Aug 2009 02:20:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[hothead games]]></category>
		<category><![CDATA[jonathan blow]]></category>
		<category><![CDATA[platformers]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[puzzles]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=347961</guid>
		<description><![CDATA[Those Germans know a thing or two about upcoming game releases, because no sooner do the USK display a listing for a PSN version of Braid than we get official confirmation of the game&#8217;s PS3 debut.
The confirmation comes courtesy of a representative from publisher Hothead Games, who told IGN that the game is indeed coming [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/08/Braidskyline.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/08/504x_Braidskyline.jpg" alt="" class="center" /></a>Those Germans know a thing or two about upcoming game releases, because no sooner <a href="http://www.kotaku.com.au/2009/08/braid-coming-to-playstation-3-says-german-ratings-board/">do the USK display a listing for a PSN version of Braid</a> than we get official confirmation of the game&#8217;s PS3 debut.<span id="more-347961"></span></p>
<p>The confirmation comes courtesy of a representative from publisher Hothead Games, who told IGN that the game is indeed coming to the North American and PAL PlayStation Stores. What they <em>didn&#8217;t</em> tell IGN, however, was a price point or release date, so for now, just know that Braid is coming to the PSN sometime&#8230; in&#8230; the <em>future</em>&#8230;.</p>
<p><a href="http://au.ps3.ign.com/articles/100/1009615p1.html">Confirmed: Braid Coming To PSN [Update]</a> [IGN]</p>
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		<title>Braid Coming To PlayStation 3, Says German Ratings Board</title>
		<link>http://www.kotaku.com.au/2009/08/braid-coming-to-playstation-3-says-german-ratings-board/</link>
		<comments>http://www.kotaku.com.au/2009/08/braid-coming-to-playstation-3-says-german-ratings-board/#comments</comments>
		<pubDate>Fri, 31 Jul 2009 18:30:54 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[Rumours]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[hothead games]]></category>
		<category><![CDATA[number none]]></category>
		<category><![CDATA[psn]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=347558</guid>
		<description><![CDATA[A PlayStation 3 version of Xbox Live Arcade hit Braid appears to be in the works, with Germany&#8217;s Unterhaltungssoftware Selbstkontrolle (USK) rating the latest port as of yesterday. That&#8217;s excellent news for PS3 owners.
The USK pegs Hothead Games, developers of Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness and the Mac version of Braid, [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/07/braid_ps3.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/07/504x_braid_ps3.jpg" alt="" class="left" /></a>A PlayStation 3 version of Xbox Live Arcade hit <em>Braid</em> appears to be in the works, with Germany&#8217;s Unterhaltungssoftware Selbstkontrolle (USK) rating the latest port as of yesterday. That&#8217;s excellent news for PS3 owners.<span id="more-347558"></span></p>
<p>The USK pegs Hothead Games, developers of <em>Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness</em> and the Mac version of <em>Braid</em>, as responsible for the port. With the XBLA version&#8217;s one year anniversary coming up, we wouldn&#8217;t be surprised to see an announcement of the PlayStation 3 version happening soon.</p>
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		<title>Braid Developer Hiring For &#8220;Quiet, Philosophical Puzzle Exploration Game&#8221;</title>
		<link>http://www.kotaku.com.au/2009/07/braid-developer-hiring-for-quiet-philosophical-puzzle-exploration-game/</link>
		<comments>http://www.kotaku.com.au/2009/07/braid-developer-hiring-for-quiet-philosophical-puzzle-exploration-game/#comments</comments>
		<pubDate>Fri, 17 Jul 2009 21:40:30 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[jobs]]></category>
		<category><![CDATA[jonathan blow]]></category>
		<category><![CDATA[number none]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=345529</guid>
		<description><![CDATA[The official Braid news blog offers some helpful hints about developer Number None&#8217;s follow-up to the time-bending puzzle-platformer. Just don&#8217;t expect that particular game any time soon.
The unnamed, unannounced title is described as a &#8220;puzzle-exploration game that is philosophical, and quiet&#8221; in listings for 3D Environment Concept Artist and Lead Artist positions. The game is [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/07/braid_art.jpg" alt="" class="left" />The official <em>Braid</em> news blog offers some helpful hints about developer Number None&#8217;s follow-up to the time-bending puzzle-platformer. Just don&#8217;t expect that particular game any time soon.<span id="more-345529"></span></p>
<p>The unnamed, unannounced title is described as a &#8220;puzzle-exploration game that is philosophical, and quiet&#8221; in listings for <a href="http://braid-game.com/news/?p=603">3D Environment Concept Artist</a> and <a href="http://braid-game.com/news/?p=605">Lead Artist</a> positions. The game is further described as placing &#8220;a heavy emphasis on the way things look&#8221; and candidates are further wooed by noting that the job will be &#8220;a refreshing project for those who value nuance.&#8221;</p>
<p>The job listings, posted yesterday, estimate that the project will have a 2-year development cycle.</p>
<p>According to further job details, what the game is unlikely to feature are girls with big tits, barbarians wielding axes, aliens, space shapes, gangsters getting shot in the face, orcs, giant robots and post-apocalyptic wastelands. Huh? How is this even a game anymore?</p>
<p>It makes no sense! <em>Braid</em> was alright though, so maybe we&#8217;ll find a way to cope without all that other business.</p>
<p><a href="http://braid-game.com/news">Braid News</a> [Official Site via <a href="http://www.endsights.com/2009/07/17/braid-developer-moving-to-new-puzzle-exploration-project/">Endsights</a>]</p>
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		<title>Braid Comes To The Mac</title>
		<link>http://www.kotaku.com.au/2009/05/braid-comes-to-the-mac/</link>
		<comments>http://www.kotaku.com.au/2009/05/braid-comes-to-the-mac/#comments</comments>
		<pubDate>Wed, 20 May 2009 20:40:00 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[greenhouse]]></category>
		<category><![CDATA[hothead games]]></category>
		<category><![CDATA[mac]]></category>
		<category><![CDATA[platformers]]></category>
		<category><![CDATA[puzzles]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=338085</guid>
		<description><![CDATA[The list of excuses for not having played Number None&#8217;s Braid gets shorter today with the release of the Mac OS X version of the time-shifting puzzle platformer.
The newest version of Braid is priced the same as its Xbox Live Arcade and PC counterparts ($14.95 USD) and is just as native to the Mac platform [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/05/braid_mac.jpg" alt="" class="left" />The list of excuses for not having played Number None&#8217;s <em>Braid</em> gets shorter today with the release of the Mac OS X version of the time-shifting puzzle platformer.<span id="more-338085"></span></p>
<p>The newest version of <em>Braid</em> is priced the same as its Xbox Live Arcade and PC counterparts ($14.95 USD) and is just as native to the Mac platform as previous releases. The port was handled by Hothead Games, the same folks responsible for <em>Penny Arcade Adventures</em>.</p>
<p>Currently, <em>Braid</em> for Mac is available at Greenhouse, but will soon be showing up at &#8220;a lot of places.&#8221;</p>
<p><a href="http://playgreenhouse.com/game/NNONE-000001-01/">Braid</a> [Greenhouse]</p>
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		<title>Blow: Less Focus On Innovation, More On Interesting-ness, Please</title>
		<link>http://www.kotaku.com.au/2009/05/blow-less-focus-on-innovation-more-on-interesting-ness-please/</link>
		<comments>http://www.kotaku.com.au/2009/05/blow-less-focus-on-innovation-more-on-interesting-ness-please/#comments</comments>
		<pubDate>Tue, 19 May 2009 01:40:33 +0000</pubDate>
		<dc:creator>Stephen Totilo</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[jonathan blow]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=337846</guid>
		<description><![CDATA[Braid co-creator Jonathan Blow argues that the pursuit of innovation is a prerequisite for making a great game.
Calling the zeal for innovation in games an idea he used to promote but now considers &#8220;a little bit misdirected,&#8221; Braid designer Jonathan Blow recently described a possibly superior design goal:
In a recent interview with The Independent Gaming [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/2009/05/custom_1242693548066_braid.jpg" alt="" class="left" />Braid co-creator Jonathan Blow argues that the pursuit of innovation is a prerequisite for making a great game.<span id="more-337846"></span></p>
<p>Calling the zeal for innovation in games an idea he used to promote but now considers &#8220;a little bit misdirected,&#8221; Braid designer Jonathan Blow recently described a possibly superior design goal:</p>
<p>In a recent interview with <a href="http://tigsource.com/articles/2009/05/11/tiginterview-jonathan-blow">The Independent Gaming Source</a>, he said:</p>
<blockquote><p>&#8220;I think gameplay innovation can result in things that are interesting, but at the same time it doesn&#8217;t automatically result in something that is deep &#8211; often it&#8217;s a gimmick. I am interested in deepness and richness of game design. You can get that with deliberate innovation or without; I think the issues are orthogonal. At the same time, I think if a designer is working on something he really cares about, and is really exploring some ideas in his own style, bringing his own particular insight to the table, then he will automatically come up with something different than most other games; furthermore, this will be a deeper, more-compelling kind of innovation.</p></blockquote>
<p>There&#8217;s plenty more on that idea &mdash; including specifics &mdash; from the ever-interesting Blow in the interview. Also in the full piece are details about some scuttled ideas that were once planned for Braid.</p>
<p><a href="http://tigsource.com/articles/2009/05/11/tiginterview-jonathan-blow">TIGInterview: Jonathan Blow</a></p>
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		<title>The Path For Art Games</title>
		<link>http://www.kotaku.com.au/2009/05/the-path-for-art-games/</link>
		<comments>http://www.kotaku.com.au/2009/05/the-path-for-art-games/#comments</comments>
		<pubDate>Thu, 30 Apr 2009 15:00:00 +0000</pubDate>
		<dc:creator>Leigh Alexander</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[jason rohrer]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[the path]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=335830</guid>
		<description><![CDATA[ 
Audiences constantly demand video games fight familiar boundaries. We&#8217;re sick of the same old, same old. We want creativity, artistic integrity, elegance and depth–or do we? Do players know what they&#8217;re asking for when they look for &#8220;more&#8221; from games? And if this is really what we want, then what&#8217;s with the mixed reception–both [...]]]></description>
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<p>Audiences constantly demand video games fight familiar boundaries. We&#8217;re sick of the same old, same old. We want creativity, artistic integrity, elegance and depth–or do we? Do players know what they&#8217;re asking for when they look for &#8220;more&#8221; from games? And if this is really what we want, then what&#8217;s with the mixed reception–both cultural and economic–when we get it?<span id="more-335830"></span></p>
<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/04/path1.jpg" alt="" class="left" /> We&#8217;ve seen it happen time and time again. A game can ring all the right bells in response to the clarion call for &#8220;art,&#8221; for &#8220;legitimacy,&#8221; for &#8220;more&#8221; – and yet fail to penetrate the market in a significant way. Examples? We asked for an adult game on Wii ever since the platform launched, and if you believe the internet, the lack of Wii games for grownup, hardcore gamers is a potentially lethal chink in Nintendo&#8217;s armour.</p>
<p>Yet March NPD revealed that Sin City-inspired, artfully violent <a href="http://kotaku.com/tag/madworld/"><i>MadWorld</i></a>, which on paper is exactly what we asked for, performed only modestly at 66,000 units. Similarly, <a href="http://kotaku.com/tag/grand-theft-auto|-chinatown-wars/"><i>GTA: Chinatown Wars</i></a>&#8216; underwhelming sales performance on DS has been <a href="http://www.kotaku.com.au/2009/04/adult_gaming_on_the_ds_the_chinatown_conundrum-2/">made an avatar</a> for the idea that mature content on popular platforms just doesn&#8217;t pull audience attention &mdash; even with high ratings. Then, of course, there&#8217;s Capcom&#8217;s classic <a href="http://kotaku.com/tag/okami/"><i>Okami</i></a> example, the last-gen avatar for the baffling case wherein creative success doesn&#8217;t match up to the commercial.</p>
<p>Here at Kotaku last month, we talked about all the ways in which <a href="http://www.kotaku.com.au/2009/03/growing_up_games_when_will_mature_mature-2/">M-rated content isn&#8217;t really yet <i>mature</i></a>. Now, we look at the viability of art games–and as sick of the &#8220;games as art&#8221; issue as most are, we wouldn&#8217;t be so tired of hearing it if there weren&#8217;t something missing, either in the conversation or in the games themselves. What&#8217;s holding them back?</p>
<p>Designer and academic Ian Bogost <a href="http://www.gamasutra.com/php-bin/news_index.php?story=23182">recently theorized</a> that what players are really asking for when they kick around the issue is not simply <i>art</i>, but <i>legitimacy</i>– in other words, we know that games are capable of affecting players more deeply than the silly thrill of the headshot, so we want to see them try.</p>
<p>And yet the response to art games is usually mixed. Neither the critical press nor the consumer base seem to be universally decided yet on how to receive the work of developers like Jonathan Blow of time-bending <a href="http://kotaku.com/tag/braid/"><i>Braid</i></a> fame; <a href="http://hcsoftware.sourceforge.net/jason-rohrer/">Jason Rohrer</a>, creator of thought-pieces like <i>Passage</i> and <i>Gravitation</i>, or <a href="http://taleoftales.com/">Tale of Tales</a>, who&#8217;s slowly advanced on the art game scene with both <i>The Graveyard</i>, a brief essay on entropy, and the darkly allegorical <i>The Path</i>.</p>
<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/04/path3.jpg" alt="" class="left" /><b>Off The Beaten Path</b><br />
Tale of Tales&#8217; <i>The Path</i> is the latest game on the scene to confuse traditional &#8220;gamers.&#8221; It&#8217;s an exploration horror title that relies allegorically on the fairy tale of Little Red Riding Hood to provoke thoughts about innocence, curiosity, expectations, violation, growing up – or, at least, that&#8217;s what the response has been from some. Beyond that, it&#8217;s difficult to describe without spoiling– <i>The Path</i> might provoke you to think about something else entirely, and so the best way to understand it is just to play it.</p>
<p>Notably, it&#8217;s open-ended; it&#8217;s not task-driven, and whether or not there are &#8220;win&#8221; conditions is up for debate. It&#8217;s a game that asks audiences to reconsider what a game &#8220;is,&#8221; but let&#8217;s not wander off <i>The Path</i> to tackle that issue today. Steve Gaynor, designer and author of the <a href="http://fullbright.blogspot.com/">Fullbright blog, has an excellent door-slammer: &#8220;&#8216;Is it a game&#8217; is almost as useless as ‘is it art,&#8217;&#8221; he says. &#8220;Did you play it? Congrats, it&#8217;s a game.&#8221;</a></p>
<p><a href="http://fullbright.blogspot.com/"></a> Gamers act very fatigued of familiar conventions; there&#8217;s a jaded, blasé attitude toward re-skinnings of the same old thing. Yet we often see confusion and hostility toward games that experiment with new ways of reaching players–maybe part of that is because both audiences and designers are stuck in old ideas about what games &#8220;are.&#8221;</p>
<p>That&#8217;s what Tale of Tales believes, so perhaps it&#8217;s unsurprising that <i>The Path</i> is a non-traditional game–the developer&#8217;s two-person team, Michaël Samyn and Auriea Harvey, are not traditional developers. In fact, they never set out to make games, and spent most of their careers as storytellers in other media – sculpture, painting, performance, graphic design and music, to name a few. The pair&#8217;s fascination with fairy tales and old mythology came out of the desire to work with existing story language rather than fight the fact, as they say, &#8220;we weren&#8217;t the greatest fiction writers in the world.&#8221;</p>
<p>&#8220;In 2002, we threw ourselves into the reluctant arms of game development,&#8221; the pair tells Kotaku. &#8220;Because, unlike the web technology we had been working with before, games technology was still continuing to evolve towards ever greater ways of making interactive art. It seemed like game technology would allow us to finally really create what we had only been simulating before.&#8221;</p>
<p><b>Stuck In A Rut?</b><br />
Samyn and Harvey chose to work with video games, then, because they believed in the idea that games are capable of delivering art and story in unprecedented ways. But they admit to being a little disappointed at how rigidly both game developers and players insist so strictly on established conventions.</p>
<p>&#8220;We quickly found out that many game developers don&#8217;t think of their technology as a medium for artistic expression or even for touching people or telling stories about the world,&#8221; say Tale of Tales. &#8220;To our surprise they were really fond of the very traditional game structures that they had inherited from board games and arcade games. And they enjoyed very much re-skinning the same game over and over.&#8221;</p>
<p>Regardless of how you feel about <i>The Path</i>, there&#8217;s no universe in which a desire to try new directions for video games is a negative. &#8220;We&#8217;re exploring the enormous potential of this medium for art-making. We&#8217;re not interested in purity,&#8221; Tale of Tales explains. &#8220;We&#8217;re not so interested in the history of videogames or the traditions of game design. We&#8217;re taking the medium at face value and poking at it to see what it can do.&#8221;</p>
<p>But the team admits they were shooting for &#8220;commercial potential&#8221; with <i>The Path</i>, moreso than with Tale of Tales&#8217; Independent Games Festival award-nominated art game <i>The Graveyard</i>. But speaking on whether audiences are actually willing to pay $US10 for <i>The Path</i>– &#8220;we tend to be pessimistic,&#8221; say the pair. &#8220;It seems to be very difficult to find an audience large enough to support our production without extensive effort outside of the purely creative activity.&#8221;</p>
<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/04/path4.jpg" alt="" class="left" /><b>Pushing The Borders</b><br />
Another inhibitor to greater commercial and cultural viability for art games is the difficulty in reaching mainstream audiences. Tale of Tales actually hopes primarily to reach non-gamers through work like <i>The Path</i>, but explains why that&#8217;s a complicated proposition: &#8220;The main thing that seems to be blocking this progress–if we&#8217;re allowed to call it that–is the difficulty of approaching markets outside of the market for games,&#8221; they say.</p>
<p>&#8220;The games industry is very well organized and very successful within its own ecosystem. But it has optimised all of its systems and habits for internal use. As a result, only gamers like games. And everybody else doesn&#8217;t understand them or is even disgusted by them. Which is problematic for us. Essentially, we make games for non-gamers&mdash;and, in general, non-gamers hate games.&#8221;</p>
<p>Designer Jason Rohrer, known for poignant titles like <i>Gravitation, Passage</i> and IGF Innovation Award-winning <i>Between</i>, has bypassed the entire issue of the commercial viability for art games by making all of his titles free to download. &#8220;I&#8217;d say that Tale of Tales is not making games at<br />
all, but something else entirely,&#8221; he says. &#8220;They call their works ‘games&#8217; out of simple marketing convenience.&#8221;</p>
<p>From that perspective, it makes a little more sense that gamers hesitate to vote with their wallets in favour of games like Tale of Tales&#8217; if they&#8217;re not meant to be &#8220;games&#8221; as we know them.</p>
<p>&#8220;Works like <i>Braid</i> and [Rod Humble's] <i>The Marriage</i>, on the other hand, are undeniably games. You can win both games, and in the case of <i>The Marriage</i>, you can also lose,&#8221; says Rohrer.</p>
<p>Still, there&#8217;s no saying that <i>The Path</i> would be a commercial juggernaut even if it adhered to more familiar definitions of &#8220;game.&#8221; Says Rohrer, &#8220;It&#8217;s not clear to me that ‘gaminess&#8217; is correlated with commercial success. <i>Braid</i> was a commercial success and was generally embraced by mainstream players, while <i>The Marriage</i> was given away for free, and arguably couldn&#8217;t have been a commercial success if it was sold.&#8221;</p>
<p>Rohrer says that game length, replay value or other measures of the amount of time players can spend with a game is a common way by which people determine their financial valuation. &#8220;<i>Braid</i> is more valuable to [gamers] because it takes five hours to complete; it contains a few dozen puzzles. <i>The Marriage</i> is like a single puzzle, and if you figure out what the mechanics mean, you are done playing.&#8221;</p>
<p>It&#8217;s easy to blame the audience for not receiving progressive games the way they &#8220;should.&#8221; But Rohrer argues that the primary obstacle to growth for art games is actually an absence of depth: &#8220;We&#8217;re trying to push the medium forward into more meaningful territory, but we haven&#8217;t figured out how to do that while also preserving the features that make games an interesting medium in the first place,&#8221; he suggests.</p>
<p>And Rohrer says it&#8217;s worth pointing out that lack of depth isn&#8217;t just a problem in art games–it&#8217;s a problem for most games. &#8220;Mainstream, commercially-successful games aren&#8217;t deep–they&#8217;re just really <i>long</i>,&#8221; he says. &#8221; Long and shallow. Art game makers have rejected the notion of making a game unnecessarily long by repeating the same gameplay filler over and over for 40 hours. But what art game makers are producing instead are short and shallow games, at least in terms of gameplay.&#8221;</p>
<p>So it&#8217;s not that gamers don&#8217;t want art, and it&#8217;s not necessarily that the audience is unprepared to embrace new definitions of games. The issue may just be that even though they push boundaries, art games suffer from the same problems as <i>all</i> video games do.</p>
<p><b>Looking Down The Road</b><br />
It&#8217;s not all bleak news for art right now. &#8220;We do continue to be surprised by the amount of people within the games audience that do appreciate our work,&#8221; says Tale of Tales. &#8220;So some things can change on the inside as well… There are even hardcore gamers to whom <i>The Path</i> is a true revelation.&#8221;</p>
<p>&#8220;The Path seems to be selling to some people, which shows that there <i>are</i> some people who are willing to throw down money on it,&#8221; agrees UK journalist Kieron Gillen of the Rock Paper Shotgun blog–where staffer John Walker posted <a href="http://www.rockpapershotgun.com/2009/03/11/what-cruel-teeth-youve-got-the-path-impressions/">complex but ultimately mixed</a> impressions of the game.</p>
<p>&#8220;In fact, I suspect at the end of all this, <i>The Path</i> will end up doing financially better than the average indie game which recapitulates what we&#8217;ve seen a thousand times before –because it&#8217;s exploring a relatively fresh niche,&#8221; says Gillen.</p>
<p>And Gillen suggests it may not be such a problem if people appreciate art games, but are unwilling to spend money on the experience–the Tate Modern in London, for example, charges ticket fees for special exhibits, but the majority of visitors to the gallery simply visit the free exhibits.</p>
<p>Tale of Tales says it&#8217;s &#8220;quite pleased&#8221; overall with <i>The Path</i>&#8217;s sales, even factoring in the &#8220;steep drop&#8221; within a week of the game&#8217;s release. That&#8217;s a normal sales pattern, but it means the pair has work yet to do in order to help the game reach more people.</p>
<p>&#8220;Two years from now, we will draw our conclusions,&#8221; say Tale of Tales. &#8220;So far, it doesn&#8217;t look like a project like <i>The Path</i> is commercially feasible without arts funding–at least not within the current games community.&#8221;</p>
<p>&#8220;But we don&#8217;t intend to stop at its borders. Perhaps The Path can find commercial success in a whole new audience. We&#8217;ll let you know.&#8221;</p>
<p>&#8220;Maybe when we do this a few more times, and when other artists and designers join us, the audience will get more used to these ‘divergent games&#8217; and the landscape will change accordingly.&#8221;</p>
<p>Why &#8220;change the landscape&#8221;? Plenty of gamers just want to play <i>Halo</i>, and that&#8217;s fine. But pushing the boundaries of traditional design is the only way video games will gain a greater cultural presence. Without titles like <i>The Path</i>, games risk being relegated to permanent insularity. Audiences and designers who care about games must play– and buy – these kinds of games, and accept their role in the future legitimacy of the medium. Otherwise, &#8220;games as art&#8221; will remain nothing but a tired talking point.</p>
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