<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Create &#187; Games</title>
	<atom:link href="http://www.alexkerfoot.com/category/games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.alexkerfoot.com</link>
	<description>We are all gods now</description>
	<lastBuildDate>Thu, 05 Nov 2009 22:11:18 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.5</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Done</title>
		<link>http://www.alexkerfoot.com/2008/04/20/done/</link>
		<comments>http://www.alexkerfoot.com/2008/04/20/done/#comments</comments>
		<pubDate>Mon, 21 Apr 2008 05:09:56 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2008/04/20/done/</guid>
		<description><![CDATA[I&#8217;ve always been interested in minimalism in other art forms.  This of course, opens another can of worms: the great debate  as to whether or not videogames are, or could be, art.  I actually take a more of a conservative stance than most game developers in that I don&#8217;t think games are [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve always been interested in minimalism in other art forms.  This of course, opens another can of worms: the great debate  as to whether or not videogames are, or could be, art.  I actually take a more of a conservative stance than most game developers in that I don&#8217;t think games are inherently art.  Videogames are a medium, just like film, television, theatre, or music or painting.  These forms of media can be used to create art, or entertainment, or advertising.  And for the media that are generally regarded as art (painting, music, theatre) there are artists who constantly push the boundaries of the medium.  They force peopleâ€”artists, critics, and ordinary peopleâ€”to ask questions.  &#8220;<a href="http://www.alexkerfoot.com/2007/06/26/what-is-art/">Is this art?</a>&#8221;  &#8220;Can this really be considered music?&#8221;  &#8220;What is the defining characteristics of theatre?&#8221;  Some in particular do this by trying to create a piece that meets the smallest possible criteria of the definition of that art form.</p>
<p>Samuel Beckett&#8217;s play, <a href="http://en.wikipedia.org/wiki/Breath_%28play%29">Breath</a> &#8211; 25 seconds long, contains no actors, no movement, other than the curtains, and the only sounds are two cries and breathing.  But it takes place on a stage, it has a script, it contains stage-direction.</p>
<p>Napalm Death&#8217;s song, <a href="http://en.wikipedia.org/wiki/You_Suffer">You Suffer</a> &#8211; Regarded as the shortest song in existence at precisely 1.316 seconds long.  But it still contains all the elements of any rock/metal song: guitar, bass, drums, vocals.</p>
<p>John Cage&#8217;s composition, <a href="http://en.wikipedia.org/wiki/4%E2%80%B233%E2%80%B3">4&#8242;33&#8243;</a> &#8211; A three-movement composition for any instrument (or combination of instruments), made entirely of silence.  The argument being that music is composed of sound that is organized in some fashion.  Whether or not silence can be considered sound is up for debate, but some people consider the ambient noise of the audience and the performance hall (or location, generally speaking) to be part of the piece.  You can even buy sheet music for 4&#8242;33&#8243;.  Does that make it a composition? Does that make it music?</p>
<p>Robert Rauschenberg&#8217;s <a href="http://www.guggenheim.org/exhibitions/singular_forms/highlights_1a.html">White Paintings</a> &#8211; Seven entirely blank white panels.  It is still paint on canvas.  Is it still art?  I&#8217;ve seen it displayed in the San Francisco MoMA, so <a href="http://catandgirl.com/view.php?loc=484">by definition</a>, it must be high art.  Some argue, just like with 4&#8242;33&#8243;, that the painting&#8217;s interaction with it&#8217;s environmentâ€”the lighting, the shadows cast on the canvas, the museum patrons staring quizzically at the empty space on the wallâ€”are part of the piece itself.</p>
<p>One thing is for certain.  If we cannot ask these pretentious questions about videogames, then how can we consider them art?</p>
<p>So what is the most basic definition we have for games?  Generally, it is regarded that all games must have a goal.  This does not mean that the game has to be &#8220;winnable&#8221;.  Take Asteroids, for example.  There is no way to win Asteroids, but the goal is to get the highest possible score.</p>
<p>As another example, SimCity does not have a specific goal. It has a lot of numbers that can increase and decrease, but it is ultimately up to the player to decide how they want to play and what they want to achieve.  Because of this, SimCity&#8217;s designer, Will Wright, refers to it as a &#8220;toy&#8221; rather than a &#8220;game&#8221; because there are any number of ways to play with it.  But it is still regularly regarded as one of the &#8220;best games of all time&#8221; by numerous critics.  Does that not make it a game?  Clearly, even the requirement of a goal is somewhat lenient.  Is score purely a goal, or just a metric?  If so, what does this say about games, like Asteroids, where scoring is the only goal?  Is the goal of Asteroids to achieve the highest score, or merely to survive the constant onslaught of cosmic rocks?  If the latter, does that mean the player always loses?</p>
<p>The second requirement of games is that they must have rules. I once read somewhere (can&#8217;t find the source off-hand) that game design is the process of adding rules to a system to make it less efficient.  The classic example being that if a boxer&#8217;s goal is to get his opponent to lay on the mat for 10 seconds, the most efficient way of doing that would be to shoot the other boxer in the head.  Thus rules are added to the game so that the boxer can only cause his opponent to fall by using a certain style of punches.  Whether or not this is accurate description of game design, or merely a cute sound bite does not change the generally upheld conception that games are made out of rules.</p>
<p>Another requirement often cited is that games must have some form of player interaction.  This could be as much as maintaining an entire fleet of spaceships in battle against another fleet, while trying to manage resource collection, empire expansion, and technology development, or as little as pressing a button to jump.</p>
<p>So, if games are defined as a goal and a set of rules with player interaction, what is the most basic, minimal implementation possible?  For the sake of this contest, I&#8217;m going to limit this argument to &#8220;computer games&#8221;&#8211;that is, games that can be played on a computer.</p>
<p>Even the current version of my game has more than that.  Since a game does not necessarily have to be winnable, or have an end-state, I can remove that part of the game, but I still need to have a goal.  The current goal of the game is essentially to terminate it as fast as possible.  That can still be the goal even if I take out the &#8220;game over&#8221; message and the ranking system (which take up the majority of the code).  Alternately, I could make the goal to keep the game running as long as possible, similar to Asteroids, or <a href="http://www.progressquest.com/">Progress Quest</a>.  I don&#8217;t even need to keep a score inside my game as the operating system and the Process Manager already keep track of how long the game has been running.</p>
<p>Since the goal has changed, and therefore the rules have changed, I still need to communicate the new rules to the player somehow.  My game has to have a name of some sort so to get to the most minimal state possible I&#8217;m going to make the game&#8217;s title the same as the full text of it&#8217;s instruction manual.  How&#8217;s that for usability?</p>
<p>I still need to have player interaction, but does that mean my game has to accept input?  Is the input that it takes to start the game and stop the game enough?  If so, I can remove the input code as well.</p>
<p>So what is left?  I&#8217;ve got a game, where the goal is to keep the game running as long as possible.  The rules are&#8230; to keep the game running as long as possible? And the player interaction is to start and stop the game.  I&#8217;d say that&#8217;s about as minimal a computer game as you can get.</p>
<p>Here&#8217;s the final tally:<br />
KeepRunning<br />
Platform: Windows (Tested on XP, 2000. Probably works with all x86 processors Win95 and greater.)<br />
<a href="http://www.alexkerfoot.com/wp-content/ziparchives/minimal_v4.cpp">Source</a>:  2 lines, 76 bytes (including copyright notice comment)<br />
<img src="http://www.alexkerfoot.com/wp-content/images/minimal_v4.png" alt="source v4" /><br />
<a href="http://www.alexkerfoot.com/wp-content/ziparchives/KeepRunning.zip">Executable</a>: 5,632 bytes. (Future plans: write it in native assembly code, Linux, Mac ports.)</p>
<p>Screenshots:<br />
<img src="http://www.alexkerfoot.com/wp-content/images/KR-screenshot_s.jpg" alt="KeepRunning" /><br />
<img src="http://www.alexkerfoot.com/wp-content/images/KR-highscore.jpg" alt="It's a new record!" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2008/04/20/done/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Step 2</title>
		<link>http://www.alexkerfoot.com/2008/04/20/step-2/</link>
		<comments>http://www.alexkerfoot.com/2008/04/20/step-2/#comments</comments>
		<pubDate>Sun, 20 Apr 2008 23:48:33 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2008/04/20/step-2/</guid>
		<description><![CDATA[3:15 PM 4/20/2008 &#8211; Next step: more optimizations.
Source Code: 44 lines, 1,065 bytes
Optimizations: Going to hold off on this one, since I&#8217;m likely to change the design.
Executable: 40,960 bytes
Optimizations: In my haste, I realized I&#8217;d posted the Debug version.  Switching to Release and tweaking the project settings got me all the way down to [...]]]></description>
			<content:encoded><![CDATA[<p>3:15 PM 4/20/2008 &#8211; Next step: more optimizations.</p>
<p>Source Code: 44 lines, 1,065 bytes<br />
Optimizations: Going to hold off on this one, since I&#8217;m likely to change the design.</p>
<p>Executable: 40,960 bytes<br />
Optimizations: In my haste, I realized I&#8217;d posted the Debug version.  Switching to Release and tweaking the project settings got me all the way down to 6,144 bytes.  That&#8217;s an 85% improvement!  Awesome!</p>
<p>Design:<br />
When talking about videogame minimalism, one of my favorite examples is Wario Ware.  Each of Wario Ware&#8217;s microgames (the meta-game is another issue in itself) gives a one-word instruction, and makes the player figure out the rules, mechanics, and goals from that instruction, and from the game itself (in around five seconds, no less).  Nowadays, even the most complex games, built by teams of hundreds of developers, have very little in the way of prior instructions.  This is mainly because players just want to jump into playing a game without reading about how the game is supposed to work.  Most of the time, a player with some previous experience with games can experiment with different inputs, observe the feedback from those inputs, and infer the controls.  By playing and watching the game for a few minutes a player can usually figure out the goals of the game.  Players are basically doing a pattern-matching search over the game-element archetypes that they have already experienced.  This is not to say that this process is inherent in a game&#8217;s design, however.  There is often significant effort put into designing the game&#8217;s input and output in a such a way to hasten the player&#8217;s understanding of how to play the game.</p>
<p>The main point here, though,  is that it is not required of a game to tell the player exactly how to play.  The player is often left to themselves to figure out how a game works.  Given that, I think I can safely remove about half of my game.  The player does not need to be prompted, I can just have the game wait for their input, and from the response to their input, they can learn the rules.</p>
<p>Doing this let me cut out another 5 lines of code.</p>
<p>Here&#8217;s the new tally:<br />
<a href="http://www.alexkerfoot.com/wp-content/ziparchives/RE_FLT_MIN_v2.zip">Executable</a>: 6,144 bytes, surprisingly this isn&#8217;t any smaller.  Crazy.  Computers are indistinguishable from magic&#8230;.<br />
Source: 39 lines, 901 bytes<br />
<img src="http://www.alexkerfoot.com/wp-content/images/minimal_v2_s.png" alt="source v1" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2008/04/20/step-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>First Prototype</title>
		<link>http://www.alexkerfoot.com/2008/04/20/first-prototype/</link>
		<comments>http://www.alexkerfoot.com/2008/04/20/first-prototype/#comments</comments>
		<pubDate>Sun, 20 Apr 2008 22:09:03 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2008/04/20/first-prototype/</guid>
		<description><![CDATA[1:00 PM 4/20/2008 &#8211; Okay, six hours to go.  Looking at my original design for Resident Evil FLT_MIN, it&#8217;s clear that I&#8217;m going to have to make a few changes.  Obviously, to avoid copyright issues, I need to change the name.  For now I&#8217;ll give it the working title &#8220;RE FLT_MIN&#8221;.  [...]]]></description>
			<content:encoded><![CDATA[<p>1:00 PM 4/20/2008 &#8211; Okay, six hours to go.  Looking at my original design for <a href="http://www.alexkerfoot.com/2008/04/20/it-all-starts-with-an-idea/">Resident Evil FLT_MIN</a>, it&#8217;s clear that I&#8217;m going to have to make a few changes.  Obviously, to avoid copyright issues, I need to change the name.  For now I&#8217;ll give it the working title &#8220;RE FLT_MIN&#8221;.  Also, it seems like it would take only a few minutes to come up with a prototype using Flash.  Unfortunately, I don&#8217;t know Flash.  Plus, even though the design seems somewhat minimal, it can easily be made *more* minimal.  First off, look at all those fancy graphics.  Font rendering?  What was I thinking?</p>
<p>2:20 PM 4/20/2008 &#8211; Alright, I&#8217;ve got the first version of the game up and running.  I still need to do some debugging, and put it through some usability testing&#8230; maybe a focus group.  I want to post a shot of the source code, but unfortunately it doesn&#8217;t all fit on a single page.  I suppose at this stage, it wouldn&#8217;t be a bad idea to do some optimization.</p>
<p>2:25 PM 4/20/2008 &#8211; Was able to cut code down by removing some unnecessary #includes.  Also, I think it&#8217;s bad style to have un-braced if statements, but doing so cut down a large amount of vertical space.</p>
<p>2:55 PM 4/20/2008 &#8211; Okay.  First prototype version is ready to <a href="http://www.alexkerfoot.com/wp-content/ziparchives/RE_FLT_MIN.zip">download and play</a>.</p>
<p>Here is the entire source:<br />
<img src="http://www.alexkerfoot.com/wp-content/images/minimal_v1_s.png" alt="source v1" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2008/04/20/first-prototype/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>It all starts with an idea</title>
		<link>http://www.alexkerfoot.com/2008/04/20/it-all-starts-with-an-idea/</link>
		<comments>http://www.alexkerfoot.com/2008/04/20/it-all-starts-with-an-idea/#comments</comments>
		<pubDate>Sun, 20 Apr 2008 11:41:55 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2008/04/20/it-all-starts-with-an-idea/</guid>
		<description><![CDATA[Okay, I&#8217;m registered.  Now to start with some inspiration.  Way back when Resident Evil 2 came out for the PS1, my friends and I loved it, and played it to death.  There were two things that we were particularly fond of.  First off, the voice &#8220;acting&#8221; was excellent.  And by [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, I&#8217;m registered.  Now to start with some inspiration.  Way back when Resident Evil 2 came out for the PS1, my friends and I loved it, and played it to death.  There were two things that we were particularly fond of.  First off, the voice &#8220;acting&#8221; was excellent.  And by &#8220;excellent&#8221;, I mean perfect for the B-movie motif of a modern zombie movie (er&#8230; videogame with extensive cut scenes).  The awkward pauses in dialog were further exacerbated by the long loading time for the PS1 to read the sound files off the disk.  This, combined with the awkward hand-gesture animations made for some moments that would have made Ed Wood proud.  For example the classic, &#8220;Stop!&#8230; don&#8217;t open&#8230; that door!&#8221; from from the first Resident Evil game.  Or one of the initial exposition dialogs from the sequel:</p>
<blockquote><p>Marvin:<br />
About two months ago&#8230;there was this incident&#8230; involving zombies&#8230;<br />
in a mansion&#8230; located in the outskirts of this city.<br />
Chris&#8230; and the other STARS members discovered that&#8230;<br />
&#8230;<br />
&#8230;<br />
(sinister voice) Umbrella&#8230;<br />
was behind everything.<br />
&#8230;<br />
They risked  their lives to reveal the truth.<br />
But, no one&#8230; believed them.<br />
Not long after that&#8230; (with emphasis) all this&#8230; started to happen.</p></blockquote>
<p>But I digress&#8230; Our second favorite thing about the game was its constant confirmationitis.<br />
&#8220;There is a key here, would you like to take it? (yes/no)&#8221;<br />
&#8220;There is a lever here, would you like to use it? (yes/no)&#8221;<br />
&#8220;There is a switch here, would you like to switch it? (yes/no)&#8221;</p>
<p>Based on this, we devised the obvious logical extension of the series.  At the time, we called it &#8220;Resident Evil 3&#8243;, but actually &#8220;Resident Evil 0&#8243; might have been more appropriate.  Considering both those title have since been taken, and reconsidering our design of the game, I think this is probably the most apt title:</p>
<p><img src="http://www.alexkerfoot.com/wp-content/images/reflt_min.jpg" alt="RE FLT_MIN" /></p>
<p>That screenshot is pretty much the entire extent of the game.  Choosing &#8220;No&#8221; would send you to a Game Over screen.  Choosing &#8220;Yes&#8221; would send you to an identical Game Over screen, which we called &#8220;the good ending&#8221;.  Depending on how long you took to answer &#8220;Yes&#8221;, and how many times you had to switch the cursor between the two choices, the game awarded you a rank, from D to A.  If you chose &#8220;Yes&#8221; really quickly&#8230; I&#8217;m talking within a matter of minutes, you&#8217;d attain the coveted &#8216;S&#8217; rank.  Achieving the S rank unlocked a bonus part of the game, which played exactly the same as the original, but the menu was blue instead of green.  If you beat the &#8220;blue version&#8221; with an S rank, you unlock the &#8220;red version&#8221;, and so on&#8230;</p>
<p>This post is brought to you by nWe &#8211; New World Enteractive, a subsidiary of nWe &#8211; New World Enterprises.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2008/04/20/it-all-starts-with-an-idea/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>It begins&#8230;</title>
		<link>http://www.alexkerfoot.com/2008/04/20/it-begins/</link>
		<comments>http://www.alexkerfoot.com/2008/04/20/it-begins/#comments</comments>
		<pubDate>Sun, 20 Apr 2008 10:26:12 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2008/04/20/it-begins/</guid>
		<description><![CDATA[2:10 AM 4/20/2008 &#8211; Read Seth Robinson&#8217;s blog and discovered the 48-hour Ludumdare competition was going on.  The theme this year is &#8220;minimalism&#8221;.  Perfect!  I&#8217;ve had some ideas for games with that theme for a while now, and this is the perfect motivation.  Contest started on Friday, and ends &#8220;today&#8221; at [...]]]></description>
			<content:encoded><![CDATA[<p>2:10 AM 4/20/2008 &#8211; Read <a href="http://rtsoft.com/">Seth Robinson&#8217;s</a> <a href="http://www.codedojo.com/">blog</a> and discovered the 48-hour <a href="http://www.ludumdare.com/">Ludumdare</a> competition was going on.  The theme this year is &#8220;minimalism&#8221;.  Perfect!  I&#8217;ve had some ideas for games with that theme for a while now, and this is the perfect motivation.  Contest started on Friday, and ends &#8220;today&#8221; at 7pm, so I&#8217;ve got some catching up to do.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2008/04/20/it-begins/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Execution is Everything</title>
		<link>http://www.alexkerfoot.com/2008/03/22/execution-is-everything/</link>
		<comments>http://www.alexkerfoot.com/2008/03/22/execution-is-everything/#comments</comments>
		<pubDate>Sat, 22 Mar 2008 08:00:59 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2008/03/22/execution-is-everything/</guid>
		<description><![CDATA[
The reference is a bit old in internet-time, but an idea this well done deserves to be recognized.  
It would seem that Posterchild has escaped from Aperture Science (and managed to smuggle out a Weighted Companion Cube while he was at it).  Citizens of Toronto are advised to steer clear of the &#8220;porthole&#8221;, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.bladediary.com/index.pl?stencil=390"><img src="http://www.alexkerfoot.com/wp-content/images/portal_art1.jpg" title="Bloor &#038; Yonge" alt="Orange Portal"/></a></p>
<p>The reference is a bit old in internet-time, but an idea this well done deserves to be recognized.  </p>
<p>It would seem that <a href="http://www.bladediary.com/index.pl?stencil=390">Posterchild</a> has escaped from Aperture Science (and managed to smuggle out a Weighted Companion Cube while he was at it).  Citizens of Toronto are advised to steer clear of the &#8220;porthole&#8221;, as side effects known to be caused by contact with the spatial anomaly include nausea, temporary discomfort, ringing in the ears, loss of appetite, inability to use the word &#8220;anxious&#8221; correctly&#8230; and death.  Contact with the Weighted Companion Cube, however, is apparently safe, as one source (who preferred to remain anonymous) noted that the Weighted Companion Cube &#8220;will [definitely] never threaten to stab you.&#8221;</p>
<p><a href="http://www.bladediary.com/index.pl?stencil=391">More on this story</a> as it develops&#8230;</p>
<p><a href="http://www.bladediary.com/index.pl?stencil=391"><img src="http://www.alexkerfoot.com/wp-content/images/portal_art2.jpg" title="Bloor &#038; Euclid" alt="Blue Portal"/></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2008/03/22/execution-is-everything/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>It&#8217;s official: Games are mainstream culture.</title>
		<link>http://www.alexkerfoot.com/2008/03/18/its-official-games-are-mainstream-culture/</link>
		<comments>http://www.alexkerfoot.com/2008/03/18/its-official-games-are-mainstream-culture/#comments</comments>
		<pubDate>Tue, 18 Mar 2008 07:47:42 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2008/03/18/its-official-games-are-mainstream-culture/</guid>
		<description><![CDATA[I was riding the BART on my way to work one morning last week, when a well-dressed woman in an off-white business suit got on at the Embarcadero station.  She gave a brief glance over the car, assessing the distribution of riders.  Being either too shy or too stubborn to sit next to [...]]]></description>
			<content:encoded><![CDATA[<p>I was riding the BART on my way to work one morning last week, when a well-dressed woman in an off-white business suit got on at the Embarcadero station.  She gave a brief glance over the car, assessing the distribution of riders.  Being either too shy or too stubborn to sit next to a complete stranger, she chose to remain standing, wobbling back and forth on her three-inch heels under the train&#8217;s acceleration.  While awkwardly clinging to the support post she reached in her purse and produced a compact, lipstick and eye-liner.  She then opened the compact and proceeded to re-apply her&#8230; wait.  That&#8217;s not a compact&#8230; it&#8217;s a pink DS Lite.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2008/03/18/its-official-games-are-mainstream-culture/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Love Letters, Love Songs</title>
		<link>http://www.alexkerfoot.com/2007/07/21/love-letters-love-songs/</link>
		<comments>http://www.alexkerfoot.com/2007/07/21/love-letters-love-songs/#comments</comments>
		<pubDate>Sat, 21 Jul 2007 17:39:40 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Music]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2007/07/21/love-letters-love-songs/</guid>
		<description><![CDATA[<img src="http://www.alexkerfoot.com/wp-content/images/crateman.jpg" title="Climb, Crateman, Climb!" alt="Climb, Crateman, Climb!" />
<p>Reading the <a href="http://sfgate.com/cgi-bin/article.cgi?f=/c/a/2007/07/11/DDGS0QQICT44.DTL">recent piece</a> on <a href="http://www.goabove.com/">Above</a> in the Chronicle (of all places) made me realize just what a huge crush I have on Street Art.  I don't know exactly what it was; it's not like it was particularly good writing.  It's just that there's something so incredibly romantic about putting yourself at risk of harassment, arrest, fines, or even jail time, just to make the world a more beautiful place.]]></description>
			<content:encoded><![CDATA[<div class="fullcaption"><a href="http://www.woostercollective.com/2007/05/the_return_of_crateman.html"><img src="http://www.alexkerfoot.com/wp-content/images/crateman.jpg" title="Climb, Crateman, Climb!" alt="Climb, Crateman, Climb!" /></a><br />
Crateman. Melbourne. Milk crates, glue, warehouse.  via <a href="http://www.woostercollective.com/2007/05/the_return_of_crateman.html">Wooster</a></div>
<p>Reading the <a href="http://sfgate.com/cgi-bin/article.cgi?f=/c/a/2007/07/11/DDGS0QQICT44.DTL">recent piece</a> on <a href="http://www.goabove.com/">Above</a> in the Chronicle (of all places) made me realize just what a huge crush I have on Street Art.  I don&#8217;t <span class="rcaption"><a href="http://www.flickr.com/photos/johndesavage/858479490/" title="If I can't dance..." ><img src="http://farm2.static.flickr.com/1036/858479490_45cf940379_m.jpg" width="240" height="180" alt="If I can't dance..." /><br />
photo: me. SF Mission, 2005.</a></span>know exactly what it was; it&#8217;s not like it was particularly good writing.  It&#8217;s just that there&#8217;s something so incredibly romantic about putting yourself at risk of harassment, arrest, fines, or even jail time, just to make the world a more beautiful place.  <span id="more-12"></span>Street Art embodies unbridled passion—whether she&#8217;s giving a voice to those who have none, providing a space for those who don&#8217;t have the money, status, or connections to get their art into galleries, sharing the dreams of the idealists who envision a better world, or embracing the spirit of those with the will to be free and independent.</p>
<p>Maybe it was the way that half of the article seemed focused on trying to understand why on earth artists wouldn&#8217;t want to get paid for their works.  That&#8217;s why I love her, <span class="lcaption"><a href="http://www.flickr.com/photos/johndesavage/858479644/" title="Happy Birthday Norm"><img src="http://farm2.static.flickr.com/1325/858479644_7478a5abc1_m.jpg" width="240" height="180" alt="Happy Birthday Norm" /><br />
artist: Steel and Reyes<br />
photo: me. San Francisco, 2006.</a></span>because she is art in its most pure, non-commercial form, uncorrupted by the money entangled in advertising and graphic design, and even in galleries and auctions.  Once people become dependent on money, it changes them.  They end up compromising their vision, whether consciously or unconsciously, in order to get more people, or a particular type of people, to like them better.  Like Above said, &#8220;Money fucks everything up.&#8221;  But Street Art is different.  Sure&#8230; she&#8217;s had a few followers who&#8217;ve just used her for their own self-promotion.  And there are those who started out with her, who are now off making money from t-shirt sales and art galleries.  But when she&#8217;s in her barest, most stripped down form, nothing else compares.</p>
<p><span class="rcaption"><a href="http://www.woostercollective.com/2007/06/every_image_has_a_story_punker_girl.html"><img src="http://www.alexkerfoot.com/wp-content/images/punkgirl.jpg" title="Punker Girl" alt="Punker Girl"/></a><br />
artist: <a href="http://www.fauxreel.ca/">fauxreel</a> via <a href="http://www.woostercollective.com/2007/06/every_image_has_a_story_punker_girl.html">Wooster</a></span>
</p>
<p>It&#8217;s the same reason I fell for my first love, Punk Rock.  She was strong, independent; she did what she wanted to do and didn&#8217;t give a fuck what anybody else thought.  But underneath it all, she really did care about other people, and she wanted to make life better for everyone.</p>
<p>Before I was introduced to Punk, I had been with a few others, but none of them for very long. Usually it was just because they were popular, or my friends were into them.  But after my first experience with Punk, I knew we were meant to be together.  <span class="lcaption"><a href="http://www.flickr.com/photos/johndesavage/857621817/" title="&lt;3+@=:)"><img src="http://farm2.static.flickr.com/1167/857621817_e69e4265a7_m.jpg" width="240" height="164" alt="&lt;3+@=:)" /><br />
photo: me. Barcelona, 2002.</a></span>We shared so much in common—a tendency to ask the questions that others were too afraid or too incurious to ask, a healthy distrust of authority, a love of bright colors and spiky things, a critical, sociological eye for the world, and above all else, the strength to be yourself combined with the desire to do what&#8217;s right and to make life better for everyone.</p>
<div class="rcaption"><img src="http://www.alexkerfoot.com/wp-content/images/monkeyzoom.jpg" title="Beer Monkey" alt="Beer Monkey"/><br />
photo: me. SF 2006</div>
<p>She didn&#8217;t care whether you had the right skills, or the right friends, or even knew how to play an instrument.  You just had to have the guts to stand up, make some noise, and scream your lungs out about whatever you felt most strongly about.  She has such a passion for life that way.  Crass once wrote of her,</p>
<blockquote><p><small>&#8220;In attempts to moderate they ask why we don&#8217;t write love songs.<br />
What is it that we sing then?<br />
Our love of life is total, everything we do is an expression of that,<br />
Everything that we write is a love song.&#8221;</small></p></blockquote>
<p><br/></p>
<p>She&#8217;s crazy, she does it everywhere—in basements, <span class="lcaption"><a href="http://smg.photobucket.com/albums/v639/BernardMarx/Requiem%2011-13-05%20Palo%20Alto/"><img src="http://www.alexkerfoot.com/wp-content/images/requiem.jpg" title="Requiem" alt="Requiem"/><br />
Impromptu Requiem show<br />
Palo Alto Free Speech Plaza, 2005.</a></span>warehouses and squats, under bridges, on top of parking decks, in public parks, VFW halls, churches, and abandoned bowling alleys.  (Plus, she&#8217;s really into vinyl.)  I&#8217;m not the only one who feels this way about her.  In fact, people continue to travel around the world with her, putting on public displays and making recordings of her, even though pretty much everybody involved with her ends up losing massive amounts of money.  I can see the same passion, the same outpouring of raw emotion that I saw (and continue to see) in Punk coming from Street Art as well.</p>
<p><span class="rcaption"><a href="http://www.infinitedata.net/~tomo/030927/"><img src="http://www.alexkerfoot.com/wp-content/images/megaman.jpg" title="Megaman stencil" alt="Megaman stencil" /><br />
photo: Tomo. Ann Arbor, 2003.</a></span>I see a lot of potential in Video Games, too.  But she&#8217;s younger, less experienced, and hasn&#8217;t had time to fully develop yet. A friend of mine once observed how, unlike her older relatives, Art and Music, she&#8217;s only ever been a product of a capitalist system.  So, ever since her experimental college days, she&#8217;s always been into it solely for the money.  Thus, she lacks the emotional range of the other two; <a href="http://klosterheim.com/WordPress/wp-trackback.php?p=30">she&#8217;s never really been in love</a>. But given adequate time and experience, I&#8217;m sure she&#8217;ll blossom into something just as beautiful and powerful.</p>
<p><span class="lcaption"><a href="http://www.space-invaders.com/"><img src="http://www.alexkerfoot.com/wp-content/images/spaceinvader.jpg" title="Wait... are those... are those Rubik's Cubes?" alt="Wait... are those... are those Rubik's Cubes?"/><br />
artist: Space Invader. Paris 2006.</a></span>Street Art, meanwhile has a lot of history and a lot of experience, dating back (at least) to the time when some ancient Greek <a href="http://en.wikipedia.org/wiki/Graffiti#History_of_graffiti">did her on the wall of a church</a>.  I have always been more involved with Punk, whereas my interest in Street Art has been limited so far to watching her from afar.  But one of these days, when the opportunity is right, I&#8217;ll make my move.</p>
<p>(And for those of you bothered by the heteronormativity of all this, just remember that all three of them are predominantly male.)</p>
<div class="fullcaption"><a href="http://www.flickr.com/photos/johndesavage/857622247/"><img src="http://www.alexkerfoot.com/wp-content/images/cymesnarrow.jpg" title="Kode" alt="Kode" /><br />
artist: Kode. photo: me. San Francisco, 2006</a></div>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2007/07/21/love-letters-love-songs/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Procrastination</title>
		<link>http://www.alexkerfoot.com/2007/07/10/procrastination/</link>
		<comments>http://www.alexkerfoot.com/2007/07/10/procrastination/#comments</comments>
		<pubDate>Tue, 10 Jul 2007 09:21:44 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2007/07/10/procrastination/</guid>
		<description><![CDATA[I can&#8217;t tell you how many times I sit down to write something and then spend 4 hours straight discovering new webcomics and other related artists on the web.  So I figure I might as well share what I found.
Videogames, comics, art, what more could you ask for.
Which, of course, led me to&#8230;.
Verabee (ex-Return [...]]]></description>
			<content:encoded><![CDATA[<p>I can&#8217;t tell you how many times I sit down to write something and then spend 4 hours straight discovering new webcomics and other related artists on the web.  So I figure I might as well share what I found.</p>
<p><a href="http://community.livejournal.com/pantsketch/">Videogames, comics, art, what more could you ask for.</a></p>
<p>Which, of course, led me to&#8230;.</p>
<p><a href="http://verabee.com/">Verabee</a> (ex-<a href="http://rts.lunistice.com/">Return To Sender</a>)</p>
<p><a href="http://www.projectkooky.com/erika/comics/">Erika Moen</a>, who is able to describe <a href="http://www.webcomicsnation.com/erika/dar/series.php?view=archive&#038;chapter=13188">exactly how I feel most of the time</a>.</p>
<p>and <a href="http://www.webcomicsnation.com/mudron/minusworld/series.php?view=archive&#038;chapter=16726&#038;name=minusworld">this one</a>, which is just for <a href="http://klosterheim.com/">Joe</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2007/07/10/procrastination/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Making Peace With Games &#8211; Part 1</title>
		<link>http://www.alexkerfoot.com/2007/05/22/making-peace-with-games-part-1/</link>
		<comments>http://www.alexkerfoot.com/2007/05/22/making-peace-with-games-part-1/#comments</comments>
		<pubDate>Tue, 22 May 2007 09:27:01 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.alexkerfoot.com/2007/05/22/making-peace-with-games-part-1/</guid>
		<description><![CDATA[Last year&#8217;s game design challenge was to design a game that would win the Nobel Peace prize.  This question was also posed on the WolverineSoft email list before GDC, which shows that a lot of people are interested in the question.  It&#8217;s a tough question.  It&#8217;s easy to make a game built [...]]]></description>
			<content:encoded><![CDATA[<p>Last year&#8217;s game design challenge was to design a game that would win the Nobel Peace prize.  This question was also posed on the <a href="http://www.wolverinesoft.org">WolverineSoft</a> email list before GDC, which shows that a lot of people are interested in the question.  It&#8217;s a tough question.  It&#8217;s easy to make a game built around violence, just look at, well&#8230; pretty much every videogame out there, if we take the <a href="http://www.actsofgord.com/Chronicles/chapter36.html">broadest sense</a> of &#8220;violence&#8221;.  It&#8217;s an exaggeration, I know; and I&#8217;ve spent a lot of time arguing against it elsewhere, but as an (over)generalization it holds up pretty well.  In most games (sports, racing, simulation, and puzzle genres excluded), the solutions to your problems are to punch, kick, slash, shoot, stomp and/or explode everything in your way.  But in how many games do you end your conflicts by talking, disarming, or negotiating?  Few people would think of these actions as exciting, and building compelling game mechanics around them is even more difficult.  Yes&#8230; life is hard for the pacifist gamers out thereâ€”luckily, most of us are able to tell the difference between <del>fantasy</del> fiction and reality.</p>
<p><span id="more-6"></span></p>
<p>The biggest argument against a game winning the Nobel Peace Prize, is that games have very little or no effect on the real world.  At their core, they are just entertainment presented on a TV screen, a monitor, or a handheld device.  They are barely, if at all, able to change the people who play them, so what chance do they have to change the <entire> world?  In fact, it goes against most gamers&#8217; arguments that videogames don&#8217;t affect their players&#8217; behavior.  If a violent videogame can&#8217;t make its player violent, how could a peaceful videogame ever hope to make its players more peaceful?</p>
<p>There is one particular style of game that stands more of a chance of affecting real life.  The characters are played by real people in real-world environments, but the narrative and other elements are often fictional.  No, not LARPers; I&#8217;m talking about <a href="http://gamasutra.com/features/20060810/ruberg_01.shtml">Big Games</a>.  These are things as simple as a game of tag taking place over a large number of city blocks (possibly with the aid of GPS locating devices), or as complex as <a href="http://en.wikipedia.org/wiki/I_Love_Bees">i love bees</a>.  These types of games are unique because they involve real human beings interacting directly with other human beings.  Okay&#8230; maybe that&#8217;s not so unique, as anyone who has played tag, charades, mafia, or any number of board games could tell you.  Perhaps the difference is that Big Games also involve interacting with real environments, and often draw people who are not playing the game into these interactions.  One recent example, <a href="http://www.cruelgame.com/">Cruel 2B Kind</a>, a game in which players attempt to assassinate each other with an arsenal of complements and in the process cause massive &#8220;collateral damage&#8221; to the surrounding civilian populace, is a step in the right direction.</p>
<p>So, how can we use this type of game to create world peace?  We need to know where we are going before we can get there, so we need to figure out what &#8220;peace&#8221; is in the first place.  And that&#8217;s a topic for another day&#8230;</p>
<p>(Check back tomorrow for the answer&#8230;)</p>
]]></content:encoded>
			<wfw:commentRss>http://www.alexkerfoot.com/2007/05/22/making-peace-with-games-part-1/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>
