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Looking for a coder and producer to take over ChipWits

ChipWits is a classic geek game I wrote for the Mac in 1984 (co-designed with Mike Johnston) . ChipWits was just named the 8th-best game ever published for the Mac and Apple by a reviewer at Maclife.com :
http://www.maclife.com/article/the_top_10_apple_games_of_all_time
So at least 1 person really liked it ;^}

I am disabled with an epilepsy/pain condition and can no longer program ChipWits so I am looking for a programmer and producer to move ChipWits forward:
http://chipwits.com/recruiting.html

Here is the email I sent current ChipWits players:

---

ChipHeads,


Dev In

A guy is videotaping himself working for 100 days without leaving the room, doing the Android and iPhone ports of his RPG project, in a protest to Nintendo for not delivering the required software to finish the project. I can totally relate to what he's going through, putting tons of time, talent, and passion into a project, actually producing quality, playable content, and then getting stone-walled by suits is something I have some experience with, though I adapted differently.


Games for Xmas

Everyone gets both digital and non-digital games for Christmas at our house. Well, I only get digital ones, since I'm the one who buys the tabletop games.

For me: Civilization IV: Colonization. Looks like a straight remake of the original Colonization (which I still have, and quite liked years ago) in the Civ IV engine. A little disappointed at that, in that I would have liked to see more features, but I'll certainly give it a shot, and like the fact that I can play as the Dutch. (I want to play as the Swedes, though -- yes, their colony in Delaware was short-lived, but there's an interesting alternate America.)

For Karen: Agricola and Harvest Moon: Tree of Tranquility. I quite liked the earlier Harvest Moon games, and so far this looks like an improvement -- more interesting things to do, and skills charge-ups reduce the tedium of watering your crops. Agricola is an Uwe Rosenberg game, and really at the high end of complexity for the Eurostyle -- at least as complicated as Puerto Rico. It'll take us a while to get into it.

For Vicky: Civilization Revolutions, Fable 2, and Medici. Can't go wrong with Sid Meier and Reiner Knizia. Though she also recently bought herself Kudos 2, so maybe that counts too.

For Betsy: Shadow of the Colossus and Oasis -- the Alan Moon boardgame, not the LeBlanc & Leker downloadable game. Colossus is a few years old, of course, but at her Mom's house, where she spends most of her time, there's just a PS2. Also, since she's learning German, Karen got her Die Siedler von Catan: Deutschland Edition, auf Deutsch, on the theory that figuring out the rules will help her with her studies.

For Simona: Candy Land. Well, she's only 5. Next year, Labyrinth Junior, though.


Lugaru for Free

lugaru image

Wolfire, the developers of Lugaru are offering free copies of the game through Christmas as a promotion for their forthcoming game, Overgrowth.

In Lugaru you play a 3D rabbit, using your awesome kung fu to rebel against the wolves who oppress your people. One interesting aspect is the mouse-control system for hand-to-hand combat, which feels and looks vastly more like martial arts than, say, the ridiculous button combos of streetfighter games.

It's available for Mac and Linux as well as PC, too.

You do have to jump through a couple of hoops to get your copy, though (mainly joining a fan page for Overgrowth on Facebook); a full explanation is here.

"A Feed for Games" and a Plea for Help

A Feed for Games

My friend and business partner Nathan Solomon recently mused about the possibility of "a feed for games". The idea at its essence is to try to combine the open, viral, dispersed nature of something like RSS and harness it to utterly change the way people discover, download, play, and (sometimes) pay for games.

Games Online are Web 1.0

At the moment, people who offer games online are stuck, in essence, with Web 1.0; they put up software on a site somewhere, maybe host it on places like Download.com or try to make deals with the Oberons and RealArcades and Kongregates and Direct2Drives or Big Fishes of the world. As a result, the only way gamers can find interesting new games today is by browsing and searching widely on the Internet, and the only way developers can reach a large number of users is by sacrificing a huge portion of their revenues to websites with large traffic volumes.

This Sucks. There Has To Be Something Better

That sucks -- both for gamers, who have to work hard to find cool games, and for developers, who have to work hard to find an audience. And you know what? There are only two kinds of people who actually care about games: the people who play them, and the people who create them. Everyone else just gets in the way. Why are we rewarding the people who get in the way instead of the people who care?

Is there a way to harness Web 2.0 technologies to make things better, and easier, and cooler, and more interesting for gamers and developers alike?

Harnessing the Power of Web 2.0

What if there were a way for people to link to games that's more meaningful than a simple link to a download or Flash game site? What if sharing affiliate revenues was automagic, instead of requiring separate registrations at different corporate sites? What if it were possible to build mashups and applications on top of the way games are shared? What if there were a better way to harness the Internet's virality to spread the word about games? What if it were utterly open, so everyone from a garage developer to EA could us it? What if it allowed casual developers to break free from the current business model, where they sacrifice 80% of revenues to the distribution channel, by sharing a much smaller percentage with others who link to them? What if indie developers could use it to reach something more than a tiny audience?

"You may call me a dreamer..." So let's dream together. Let's try to think of what "Web 2.0 for games" would look like -- and then think of what kind of technology we'd need to make it happen. And not worry, at this point, about how to make it happen; if we can envision a buildable technology, we can worry about how to fund its development later.

What Does It Look Like?

How do we create a technology that lets developers find an audience more easily; that lets gamers find games they like more easily; that provides incentives to spread the word about good games; that's a win-win for everybody -- everybody who actually cares about games, anyway?

Nathan's term, "a feed for games" presumes that it looks like RSS -- but maybe it looks more like Twitter, or YouTube, or something else entirely.

The Future's So Bright, You Gotta Wear Shades

Here's my idea of the future:

  • Gamers say, "This is the best and easiest way to find PC games I like."
  • Indie developers put up their games, viral distribution and linkage brings them to people's attention, if they strike a nerve they can become major hits.
  • The Pogos and Yahoo Games of the world say to Oberon, "Why do we need you, we can simply build on this open solution, and earn at least as much money as you pass on to us."
  • Casual game publishers tell the portals "No we won't pay you 80%, because you simply cannibalize our sales through the open platform that makes us most of our money."
  • EA and other major publishers say "Ah, Internet distribution of PC games is a solved problem, now, we simply adopt it."

What Do You Think?

That's the end game -- but of course, it has to start smaller. It has to start with simple technologies that make life better for gamers and developers alike. "RSS" stands for "Really Simple Syndication;" what we want is something like "Simple Game Syndication." It has to be easy for people to use -- and easy to build more comprehensive applications on top of.

How do we start?

What do you think?


Superstruct/Oiligarchy Alternate Reviews

Reader and writer, Legal Arcade, has a review of Oiligarchy up if you´re interested.

Meanwhile, Justin Boland reviews Superstruct on a 5GW site. I largely share his perspective on that game, and this game we´re playing right now.


Oiligarchy: My Favorite Serious Game

http://www.legalarcade.com/2008/12/oiligarchy-my-favorite-serious-game.h...

I am in love with Oiligarchy, Molleindustria's latest "serious game" that puts the player in the role of an oil tycoon who, if successful, will somewhat indirectly destroy the world. Molleindustria's most famous game before this was the McDonald's Game which I thought was informative, but didn't function quite as well on the game side of things. I consider Oiligarchy to be the best mix of education and game I have ever seen, with many points to be learned and/or earned (a bit cheesy, I know).


My Other Blog is a Real One

The Legal Arcade is my site where I talk about controversial video games, mostly. I'll post a sample post from it here so that I'm not completely whoring this site out for exposure.


It´s A High

Last Saturday I sat down in Tembac´s sick office/studio, a multi-floor, industrial designed loft amidst the droll tragedy of La Boca, with naked-breasted fire elementals scattered across the walls and conceptual sculpture lacing the place at odd angles. Dan and Egar were there as well, we listened to Jon Blow´s recent keynote and picked it apart piece by piece. We generally agreed with him, though not specifically.

My favorite part was when Blow said: "so I´m now going to sub-divide these problems into three categories so I can get more specific."


Signing in

Former lurker, finally registered.
You can find my blog at http://giantbattlingrobots.blogspot.com/


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