Writing our retrospective blog post made me think about the trip to the Maldives. Besides us in the collective, there were also other game designers that were doing other cool stuff. Andrea Hasselager, that I had the opportunity to work with since, and William Drew were also part of the team. They were working on another project that I was only marginally involved in, but very fascinated by. They were doing a performative game about a human size banana.
- Dark Room Sex Game
- 5 Minute MMORPG
- Train Mafia
- Game Studies Card Game
- Where is my Heart?
- Fuck You, It’s Art!
- Monkey See, Monkey Mime
- Johann Sebastian Joust!
- Danish Clapping Game
- Brutally Unfair Knytt
- The Human Reconfigured
- Escape from the Dark Void
- All submissions
When I look back at 2013 I lose my breath. It has been a tremendously great year for us. Not in the sense of releasing professional games (albeit some of us have had some success in our companies with that. Read: KnapNok Games’ Spin the bottle and Cloud Chamber). But more in the sense of building community and experimenting with games and last but not least, just getting new experiences and meeting new people.
Hi my name is Lau Korsgaard. I am a game designer involved with the Copenhagen Game Collective. Through the last five years I have been part of teams and projects that explored a wide range of the new interfaces for games, such as Wii Remotes, Balance Board, Dance Pad, Move Controllers, Kinect, Buzz buttons and heck, even our own custom hardware. This August I participated in IndieCade and Oculus Rift’s VRjam together with Sebbe Selvig and Simon Nielsen making the game Virtual Internet Hacker VR that took the first price and a 10,000 $ check among the invited developers. I would argue that lesson learned from years of development for motion controls can help us a lot in understanding development for virtual reality. I wouldn’t say that this perspective is the only way to make good virtual reality games, but I hope it will help nuance game developers understanding of what virtual reality can and cannot do.
We’re sure many of you have had this idea before, but we just went ahead and did it.
The Chain Jam, an online concept game jam where all games will be mashed into a bigger game, for 4 players, where the game keeps the score. After the jam, players will be able to sit down and play a selection of games made by developers from all over the world. The games don’t need to have any knowledge of each other, because the chain game keeps the score from each game as well as the current game. In the end it will tell you how well you did in each game and in total. Selections will be available based on geographical info, genre or whatever else makes sense. We hope this will give us one of the most colorful and diverse bundles of games, that we can just sit down and play without any hassle between switching games.
After the Chain Jam finishes, we’re not just planning to let it die. It’s our intention to bring it forward as art, design, game culture or whatever you want to call it, and bring it to people outside of the game scene to let them know that this is a thing that happens. Bring game jam culture to the masses! Set up installations with the chain game at events and festivals worldwide. That sounds ambitious, but we’ll try our best.
Anyway, be sure to check out the specifics of the Jam, and in less than a month you’ll be able to play it.
Here’s the main site of the Chain Jam, which will be updated continuously.
This is an “answer” to Jordan Erica Webber and Laura Kate Dale’s series of letters published on IndieHaven and Godiva Gamers discussing the game called Hugatron (website and Tumblr). I am not affiliated with Hugatron in any way.
Dear Jordan and Laura
Thank you for sharing an insightful email conversation about your experiences watching a group of people playing Hugatron. Hugatron is a simple game where two random players are paired up and have to hug each other in an awkward way until one gives up and resign. Laura most strongly describes her discomfort early in your conversation:
Honestly, I was sat watching this group of men, being egged on and encouraged to make each other uncomfortable with physical contact and just felt really uneasy about the whole concept. Something about a supposedly social game that required players to make each other feel uncomfortable, then not complain about that discomfort for fear of losing just felt like it had some uncomfortable implications for social settings that may contain multiple genders/ sexual orientations/ levels of comfort with personal space etc.
This year we’re going to Roskilde Festival to have fun and show some games.
We are going to show some of our games, while some of us are helping Invisible Playground with one of their more physical installation piece games; Giant Starfish Kraken, while some of us are helping out Die gute Fabrik of JS Joust fame with their games and installations (they have a game you play on trampolines!). We are looking forward to seeing the babycade being utilised for what it was intended and to show are physical games on it, together with some local multiplayer games. We are also showing our award winning “art game” Ervax to the festival audience. Going from high brow art exhibition to Roskilde Festival is going to be an interesting shift.
Besides our own games, we are also guest showcasing one of the Nordic Game Indie finalists’ local multiplayer game; the ever so funny Stikbold, which will be playable on the babycade with flying whale and all!
Where are all these shenanigans, you ask? Well, look for Game City, we will be in, and around that area.
Go inside and read about the games we’re bringing »
Almost 2 months ago, one of my games was selected for the Wild Rumpus party in London. I was lucky enough to be able to attend, and it was everything I had hoped for. I consider myself a rookie in the Copenhagen game scene, not to mention globally, and I only found out about Wild Rumpus a year ago. For those of you who have no idea:
The Wild Rumpus brings together the best of indie mutliplayer videogames for the most unique events of crazy, exuberant, social and sometimes physical gameplay. Our games line ups turn conventional videogame culture on its head. Closer in spirit to party, playground, or even drinking games, these are all games that you can’t play at home on your own. So come along and LET THE WILD RUMPUS START! – thewildrumpus.co.uk
When we made LAZA KNITEZ!!, we designed our video game to mimick some of the affordances of a foosball table, where the social situation and space are a key part of what makes the game compelling for a broad audience. Then when we built the Buttfighter, we asked ourselves: “Can we get players of our game to stand around our video game in a public space, and can we get other people to pay attention to it?” This being our first video game, we started Googling so hard we almost poked a hole in the back of the internet. What we found was an emerging scene of independent developers feeling the same vibes. The Wild Rumpus seemed to be years ahead of anything else in terms of bringing these types of games to actual people, which is what they were intended for. They lift the burden of finding a space for people like you and me to go, where we can, at least for one night, pick up a controller and play a game of Samurai Gunn instead of a round of darts or foosball.
Not only do they provide you with the space, they do a marvelous job of curating and selecting games based on their accessibility, innovation, spectatorship, and the likelihood you’ll end up craving more.
In 2008 we made a weird experimental no-graphics erotic collaborative rhythm game called Dark Room Sex Game. We are now remaking this game to be controlled with PlayStation Move controllers and we need your help (believe us, the original implementation with Wiimotes was a hassle).
Dark Room Sex Game HD will feature easy connection with PS Move controllers and enhanced light feedback. The project is non commercial and will be released open source.
We will also completely redo the audio of the game, and that is where you come in! All the new voices in the game will be user submitted, so if you are interested in sighing, moaning, smacking, screaming and crying into a microphone for the sake of… Art, please read the instructions.
The weekend has passed and so has the festival. We have had great response and a lot of fun running this festival. There were so many cool game talks people, boardgame people and cool game designers running their street games.
I even had a friend not usually associating with games being there with his two little daughters having a lot of fun spying on people for speed guerilla gardening and creating hummingbirdmen. Great to see this kind of involvement too.
- RT @altctrlgamejam: The first keynote by @joonturbo is here! Join the jam! http://t.co/LD4QLDEE09 10:34AM - 11 Sep 2014
- RT @DajanaDimovska: Just blogged @gamasutra about @altctrlgamejam. Let's make #altctr #games http://t.co/xV1cXzGp1S 08:01PM - 5 Sep 2014
- RT @altctrlgamejam: Check out our new #altctrl #gamejam promo video! https://t.co/U8klNMHtSp #altctrlgamejam #gamedev #indiedev 10:56AM - 4 Sep 2014