Seems I've been playing a few mobile ports lately, which could reveal an improvement of mobile games, or perhaps a better understanding of how to port mobile games to PC. A while ago it seemed like every mobile port was guaranteed to be garbage, but it's hard to deny that developers have learned from past mistakes and there are some cool titles available if you look hard enough.
I'll probably give it a post eventually, but one of my favourite games of all time is The Tiny Bang Story. It's a simple little game that mixes solving puzzles with finding hidden objects, but it's all about the presentation. In a game with such simple gameplay, there's loads of room for beautiful art and music to tie the experience together and The Tiny Bang Story does this without ever uttering a word of dialogue, written or otherwise.
After spending a while indulging the random tangents that enter my head, I think it's probably best to try and bring it all back down to earth. I mean, the reason I indulge any thought process, is that I feel it's worth exploring, as it influences the work. Sure, this is meant to focus on developing creativity and art, but I think it's hard to do that without acknowledging the environment that surrounds us.
As I write this, it feels like every second game that gets released on Steam is some form of survival game. The flavour of the year is battle royale, or at least early access open world games where you need to keep track of a hunger stat or something. Before that it was exclusively zombie games, and before that the dreaded simulator.
There aren't many genres that invoke a noticeable cringe from me when they're mentioned, but "puzzle platformer" sits among the very top of the list. Even without the puzzles, I'm averse to platforming a lot of the time, despite the occasional exception to the rule.
Before we had DLC and digitally distributed patches, there was a wonderful thing called an "expansion pack". These were like dreams come true after you'd sunk countless hours into that game you'd saved up for and gingerly cracked the box to get inside. Loading up an expansion felt like finding a treasure trove of extra gameplay that had somehow always been there, just hidden away and waiting for permission to exist and entertain.
Earlier this week I spent a moment stopped in my tracks thinking about the difference between two binary descriptors. Honestly, I can't remember what the words were, but they might as well have been anything as it sparked a thought excursion into the world of binary relationships in language where no middle identifier exists; so let's ramble.
I was a late-comer to the whole "god-game" thing, as I never played the classics like Populous or Black & White. It might be a bit of a stretch to call it a god-game, but the first one I remember playing would probably be Spore. Unironically, the god-game I've probably spent the most time with has been the utter failure of Godus, which I enjoyed right up until it stopped going anywhere and was abandoned by its creators.
I'm really enjoying these experimental little games from accomplished developers that are tiny examples of a good idea that probably could never be expanded on. Before playing the wonderful Subsurface Circular, I unironically got my hands on Edmund McMillon's experiment; Fingered.
Maybe I've been spending too much time around friends and family who are teachers or studying to be teachers, but I've been thinking a lot about a "growth mindset". I mean, it's basically the philosophy behind these posts, so it's not a giant leap to consider such a thing.
Anyone who was old enough to remember the 90s will probably know what I mean when I say that it was a very environmental decade. It was when we learned that recycling was a good way to minimise pollutants and unnecessary rubbish. We were told to "think globally, act locally", and we ushered in a new way of thinking that included a level of expected responsibility be taken for our impact on the planet.
One of the most common things I end up thinking about when I write these posts is how time keeps moving, no matter what. It doesn't mind whether we contemplate existential conundrums, or furiously manifest creations; there's no such thing as stopping a constant. So when I think about reaching a moment of clarity that will inform my future, it isn't without a sense of irony that it took some time to realise that time must not be wasted.