Kentucky Route Zero: Act One

There’s some­thing to be said for the idea that art can find ex­pres­sion in any medium. For Jake Elli­ott and Tamas Kemen­czy of Card­board Com­puter, their medium is the strange blend of audio, video, text, and inter­action of digital games. As their earlier game Ruins showed, the stu­dio has a pen­chant for the poetic and the dream­like, and you’ll find those ele­ments in spades in their latest (and current­ly on­going) work Ken­tucky Route Zero. It’s an adven­ture game in five parts — the first re­leased in Decem­ber 2012, with later instal­ments to fol­low this year. […Read more…]

The (Im)possibilities of Communication

Communi­cation is the weird­est thing. It just kinda works, unless it doesn’t. In prac­tice, it works not because the connec­tion be­tween thought, in­tention, and lan­guage is per­fect. It isn’t. It works be­cause we usu­ally share large parts of our world­view and know­ledge with the people we’re spea­king with, and because our minds are really good at fil­ling in con­cep­tual gaps wherever we see them. In cases where there are minor hitches in communi­cation, we’re also very good at pre­tending there aren’t any. We ig­nore them, or we aren’t even aware that some­one else might not under­stand exactly what we’re say­ing in the same way that we do. […Read more…]

The Iterations of Punxsutawney Phil

Remem­ber Ground­hog Day? It’s that 1993 film about Bill Murray’s char­acter, Phil, who keeps reliv­ing the same day, Feb­ru­ary 2nd, in the Penn­sylvania town of Punx­sutawney, where on that day, the ground­hog Punx­sutawney Phil will pre­dict when winter’s going to end. […] It’s an awful lot like the way we tend to play video games these days. Faced with chal­lenges in a game, we have the quick­save and quick­load but­tons close at hand, ready to revert to an earlier point in the game to try again. If you get to replay a sec­tion of a story over and over again, any chal­lenge inher­ent in the ori­ginal situ­ation quickly morphs into a mat­ter of trial and error. Like Phil in Ground­hog Day, we get to try out every inter­action, every conver­sation option the world allows us. More im­por­tantly, in a typ­ical collap­sing together of char­acter and player, Phil – like us – retains (meta)­knowledge of every­thing he did earlier. […Read more…]

2012: A Year in Books

What did I read in 2012? I’ve found look­ing back at my last year in books helps me chart some themes and devel­op­ments in my (men­tal life), so I’ve decided to do it again this year. I read 92 books in 2012, a little fewer than in 2011, but they were big­ger books, and my page total ended up higher. This doesn’t count all the art­icles I’ve read, but we’ve got to draw the read­ing ner­d­age line some­where. It’s all slightly arbit­rary any­way. […Read more…]