lilinx
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Things people say about my work.
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The Gaming Philosopher: [IF Comp 2013] "100,000 years" by Pierre Chevalier

"100,000 years is one of those games where you feel that writing a review is more work than writing the game. "

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Gray Desert Review @ zero feedback

Gray Desert Review @ zero feedback | lilinx | Scoop.it

"I feel some tension between my enjoyment of the journey’s implicit narrative — a design ethos foregrounded in the companion game The Wait with the inclusion of text, recognizable human figures and an explicit ending — and actions that expose some of the drawing mechanics to the player, steps towards a McClure-like experience of facilitating the creation of compelling images through constrained exploration of a possibility space."

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Creepy Gaming: The Wait, you're lost in the desert

Creepy Gaming: The Wait, you're lost in the desert | lilinx | Scoop.it

The short verses takes from Haiku by Jorge Luis Borges perhaps aren't always the same. Is there a specific path that makes them change? Or just a strange, senseless way of creating a mysterious videogame left to the player's interpretation. Maybe the latter, I'm almost sure of that, but even if it wasnt I suggest you to try it out online.

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The Wait @ forest ambassador

The Wait @ forest ambassador | lilinx | Scoop.it

Why Try It: Beautiful visual design; a short narrative told through images and minimal interaction.
Mood: Atmospheric

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Après quoi nous avons ri (Pierre Chevalier)

Après quoi nous avons ri (Pierre Chevalier) | lilinx | Scoop.it
lilinx's insight:

Clyde's comment : "An obvious agency for the player is to create life; graceful lerping of flocking animations. Through joyful exploration of the systems, the player may encounter death. With each extinction, the cause of the deaths becomes a bit more clear until the player realizes that it is due to their agency. This process felt like having an aquarium of pet fish, and trying to figure out why they are dying. This particular pairing between an obvious power to create life, and a less obvious power to cause death evokes the regret inherent in mutual exclusivity."

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makega.me — Après quoi nous avons ri - Pierre Chevalier Vague...

makega.me — Après quoi nous avons ri - Pierre Chevalier Vague... | lilinx | Scoop.it
Après quoi nous avons ri - Pierre Chevalier
Vague game inspired by the lyrics “Everywhere, all the birds fell on the ground, at once.” in Après quoi nous avons ri, by Arlt
For Pageant 2 : One Hit...
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Jupi Plays Indie Games: ALL THE INDIE GAMES [Candy Jam] [Part 37] - YouTube

I have decided to play all of the Candy Jam games!! All of these games were inspired by King.com's trademarking of the word Candy! See all the games here: ht...
lilinx's insight:

Probably the worst player"s performance ever for "A very simple candy game". Player does not get the rule right. Not sure if sarcastic.

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In 100,000 Years… | Electronic Literature

In 100,000 Years… | Electronic Literature | lilinx | Scoop.it
I will not spoil much of the story itself, but I will spoil the features that made this story unique.
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Tully Hansen’s e-lit guide for beginners 2013

Tully Hansen’s e-lit guide for beginners 2013 | lilinx | Scoop.it

Electronic literature—elit—is a field near as difficult to define precisely as it is to capitalise and punctuate correctly. That something of the electronic or technological obtains to works in the genre seems clear; that there is necessarily a literary or textual component is likewise self-evident. And perhaps that’s enough to be getting on with, as far as a working definition goes: something to do with text and tech.

lilinx's insight:

Featuring Even More Ultraviolent Homer

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Ecco come generare storie casuali con Street View

Ecco come generare storie casuali con Street View | lilinx | Scoop.it
Si chiama Emma, è un generatore casuale di storie, le crea ogni volta che si esegue l'applicazione. Emma mostra immagini casuali di Street View di Google M
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EMMA | Palabras Digitales

EMMA | Palabras Digitales | lilinx | Scoop.it
Un script de Pierre Chevalier que elabora un relato semi aleatorio, alternando imágenes de google street view con textos obtenidos de dreambank.net
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The Wait/Gray Desert | L'OUJEVIPO

The Wait/Gray Desert | L'OUJEVIPO | lilinx | Scoop.it

"Le désert, c’est du rien, mais du rien en perpétuel mouvement, qu’on avance, recule ou attende sur place il ne fera que nous servir de nouvelles versions d’un même décor : du sable, des dunes et du silence. Explorant cette idée, Pierre Chevalier se prête lui aussi au jeu de la variation sur thème imposé en nous proposant deux jeux aussi vaste et désertiques l’un que l’autre."

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Information Culture: Semester Topics | Anastasia Salter

lilinx's insight:

This semester, I taught my first fully-online course, Information Culture.

(features Destroy/Wait as e.g. of indie game)

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HILT: Games in the Classroom Summer Workshop | Anastasia Salter

part of the Humanities Intensive Learning and Teaching institute at the University of Maryland.

Features Destroy/Wait as teaching material

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Gray Desert on #algopop

Gray Desert on #algopop | lilinx | Scoop.it
Gray Desert by Pierre Chevalier
A minimalist visual exploration game/ landscape generator that feeds on stock images. Use the arrow keys to interact. See game notes here.
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Transcendent Destinies: IF Comp 2013: '100,000 years' by Pierre Chevalier

Brief and intriguing, 100,000 years is an interactive poem.  It uses the hypertext medium better than parser-based attempts at interactive poetry tend to use either the command prompt or keywords.  Its strength lies is its innovation, the way it uses its extremely minimalist interaction mechanic to reveal the poetic technique.

lilinx's insight:

Interesting review of 100,000 years I disagree with

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Warp Door : Unpredictable Storyline Twists 2

Warp Door : Unpredictable Storyline Twists 2 | lilinx | Scoop.it

Why play it? There's a new, ridiculous adventure to be had every time you replay. Captures the unpredictability and tousled improvisation of being at the center of an action sequence. Would have liked some more options, though. - Chris

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Games of 2013 (5/10) - Haywire Magazine

Destroy/Wait by Pierre Chevalier is a choice-based Twine that doesn’t beat around the bush.
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What Is Meaningful Choice?

What Is Meaningful Choice? | lilinx | Scoop.it

"In the Twine game Destroy/Wait, choice is available, but only for a limited time: ultimately, you will be forced to destroy everything that you come across. But this doesn’t diminish the meaning behind each player choice. If you chose to wait, rather than destroy immediately, then you get a bit more of the story, the world unfolds and reveals itself in a different way. In this sense, waiting actually makes destroying that much harder, because what you’re destroying now you know more intimately than if you just simply destroyed it in the first place. What is the worse option? Destroy now, or wait?"

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Destroy / Wait on Spass-und-spiele

Spaß und Spiele ist ein freches Videospiel- und Entertainment-Blog und bietet Spielenews, Spieltests, Tipps,Cheats, Infos über Gaming Apps, Albumkritiken, Celebrity-Gossip und andere unterhaltsame Dinge.
lilinx's insight:

Looks like a translation of a previous Porpentine's article

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The Past, Present, and Future of Street View Art

The Past, Present, and Future of Street View Art | lilinx | Scoop.it
It's unlikely that Google knows exactly how many panoramic nine-sided images it hosts for Street View or how many total miles its Street View cars have travelled since the project first launched in...
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