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adam saltsman

What has been written about the first endless runners?

…could go.’ Saltsman wasn’t the only one probing his memory for Canabalt’s predecessors. As Wikipedia’s volunteer contributors tried to pin down the origins of the endless runner, discussion turned to a 1983 Commodore 64 game, B.C.’s Quest for Tires.”

  • C64 Longplay – BC Quest For Tires – YouTube Note that this let’s play video, as well as some further interview quotes from Parkin’s article, seem to suggest that there was an end to Quest for Tires – you get to the woman-as-reward, cease your stone-age unicyling, and she blows you a kiss.

Originators and exemplars

Looking a…

April 6th

…Now

On Gamasutra, Leigh Alexander has a good, solid reading of the Threes/2048 cloning debacle with quotes from Ian Bogost and Adam Saltsman.

The Play’s The Thing

PC Gamer did the internet a favor this week by introducing us to Angelina Bellebuono, a goat rancher and non-player who was asked to review Goat Simulator. (Spoiler: it’s funny.)

On First Person Scholar, Michael Lutz tackles that old chestnut of Ben Abraham, “replayabilty” and asks — if “replay value” defies objective analysis, what are the subjective terms under which it can be understood? To which he goes on to say,

To account…

April 14th

…not physics, engineering, or science — rather, it’s political science, it’s history. Maybe we could approach our criticism of these games more like those fields?”

The comment thread on Yang’s post, starting with some thoughtful remarks by Jesper Juul, are also very much worth reading.

Reacting to all the dust-up caused by these posts, Canabalt developer Adam Saltsman appeared on Polygon, opining that mutual respect and openness to feedback is called for.

Tadhg Kelly soon chimed in as well, erecting a (some would say unnecessary) dichotomy between formalists (as he self-identifies) and “zinesters,” borrowing a term from anna anthropy to…

August 11th

…Edge, Craig Owens provides us with look inside Experiment 12, a game created by 12 independent developers.

BUY MY ART

Liz Ryerson has a few notes on Corrypt developer Michael Brough’s oeuvre and how market saturation is crowding out unique titles.

Canabalt creator Adam Saltsman offers up a semi-response to Ryerson, on putting together a personal game design spectrum between ‘craft’ and ‘art.’

Raph Koster, meanwhile, puts the discussion thusly:

You can choose an art style that is broadly accessible, or not. You can have training in your new mechanics, or not. You can expect to make money at your

May 25th

…be complete without Dark Souls: over at Kill Screen, Jordan Smith uses Dark Souls 2 as the springboard for a discussion about Kierkegaard and existentialism.

Still sort of on the subject of “dark things”, Gamasutra has a fascinating postmortem of The Chinese Room’s Amnesia: A Machine for Pigs.

Interesting Things I Couldn’t Otherwise Tenuously Connect

Robert Yang blogs about the discontinuity of indoor spaces: discrete ‘cells’ separated not just physically, but also by loading screens. A game that treats rooms entirely differently is The Room: Adam Saltsman thinks it’s the perfect iOS game (although not necessarily his…

April 27th

…of Zelda games. And on a public Pastebin, Canabalt developer Adam Saltsman has dropped a great essay comparing Shinji Mikami’s critically dismissed Vanquish with the Wachowski siblings’ Speed Racer, as two works of little-understood, self-contained masterpiece. (He’s absolutely right, at least about Speed Racer.)

Also, on her own site, Katherine Cross has a great piece on religion, the Greek concept of tuche, and how Alpha Centauri avoids defaulting to cliches as it explores an ideological spectrum.

Easy Mode

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On The Mary Sue, game developer…