<?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>Tale of Tales</title>
	<atom:link href="http://tale-of-tales.com/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://tale-of-tales.com/blog</link>
	<description>Auriea Harvey &#38; Michaël Samyn telling tales of Tale of Tales</description>
	<lastBuildDate>Thu, 18 Mar 2010 11:53:04 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>The Path Anniversary: discounts!</title>
		<link>http://tale-of-tales.com/blog/2010/03/18/the-path-anniversary-discounts/</link>
		<comments>http://tale-of-tales.com/blog/2010/03/18/the-path-anniversary-discounts/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 11:50:29 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Anniversary]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[The Path]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=4361</guid>
		<description><![CDATA[The Path is one year old. To start the anniversary festivities, we are discounting all our titles by 50%!
For the next 10 days, until Sunday March 28, prices are:

☛ The Path (PC or Mac): $5
☛ The Graveyard (PC or Mac): $2.5
☛ The Graveyard (iPhone): $1
☛ Fatale (PC or Mac): $3.5
☛ The Godlove Museum (PC or [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://ThePath-game.com">The Path</a> is one year old. To start the anniversary festivities, we are <strong>discounting <em>all</em> our titles by 50%!</strong></p>
<p>For the next 10 days, until Sunday March 28, prices are:</p>
<ul STYLE="margin-left:50px;">
<li>☛ <a href="http://Tale-of-Tales.com/ThePath/buy.html">The Path</a> (PC or Mac): <strong>$5</strong></li>
<li>☛ <a href="http://Tale-of-Tales.com/TheGraveyard">The Graveyard</a> (PC or Mac): <strong>$2.5</strong></li>
<li>☛ <a href="http://itunes.apple.com/us/app/the-graveyard/id359598371?mt=8">The Graveyard</a> (iPhone): <strong>$1</strong></li>
<li>☛ <a href="http://Tale-of-Tales.com/Fatale">Fatale</a> (PC or Mac): <strong>$3.5</strong></li>
<li>☛ <a href="http://Entropy8Zuper.org/godlove/store">The Godlove Museum</a> (PC or Mac): <strong>$10</strong></li>
<li>☛ <a href="http://iTunes.Apple.com/us/app/vanitas/id349454573?mt=8&#038;uo=6">Vanitas</a> (iPhone): <strong>free</strong></li>
</ul>
<p><CENTER STYLE="padding:5px 0px 20px 0px;"><br />
<img src="http://farm5.static.flickr.com/4032/4443143352_c9214924f5_o.png" alt="The Path is 1 year old!" STYLE="border:none;" /><br />
</CENTER></p>
<p>One year ago, tonight, <a href="http://tale-of-tales.com/ThePath/blog/2009/03/19/the-path-is-available-now/">The Path was released</a> from a bed in a room in a hotel in San Francisco, where Auriea and I first met in person, exactly 10 years before. To celebrate this double anniversary we&#8217;ll be revealing and announcing <a href="http://grandmothers-house.net">The Path</a> related material throughout the week. So keep an eye on our blog, facebook, twitter or wherever you&#8217;re reading this!</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/03/18/the-path-anniversary-discounts/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>11 Years of collaboration</title>
		<link>http://tale-of-tales.com/blog/2010/03/18/11-years-of-collaboration/</link>
		<comments>http://tale-of-tales.com/blog/2010/03/18/11-years-of-collaboration/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 08:07:00 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Anniversary]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=4202</guid>
		<description><![CDATA[Today is the anniversary of our collaboration. 11 Years ago, Auriea and I launched our first joint web site on the day when we met in person for the first time. Here&#8217;s a selection of one portrait, one project and one event per year.
1999
Our DHTML love letters were presented on hell.com as a pay-per-view online [...]]]></description>
			<content:encoded><![CDATA[<p>Today is the anniversary of our collaboration. 11 Years ago, Auriea and I launched <a href="http://Entropy8Zuper.org/">our first joint web site</a> on the day when we met in person for the first time. Here&#8217;s a selection of one portrait, one project and one event per year.<br />
<TABLE STYLE="width:640px;" BORDER=0 CELLPADDING=0 CELLSPACING=0><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">1999</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_01.jpg" title="Attempting to fall out of love in New York. And failing miserably." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_02.jpg" title="Our collaborative website Entropy8Zuper! was launched with a piece called Genesis, which would become the first chapter of The Godlove Museum." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
Our DHTML love letters were presented on hell.com as a pay-per-view online exhibition, entitled Skinonskinonskin.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2000</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_03.jpg" title="In our apartment in Gent Belgium with Michael's children Martha and Marcel." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_04.jpg" title="Continuing our re-interpretation of the Bible with Leviticus, about rules and immigration." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
The SFMOMA Prize for Excellence in Online Art was presented to us  by Bill Viola at the Webby Awards.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2001</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_05.jpg" title="In Paris, admiring the work of another artistic couple, Jean Tinguely and Niki de Saint Phalle ." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_06.jpg" title="3D scans of our bodies playing Adam and Eve with motion-captured Quake moves in an HTML parser set in the Garden of Eden." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
Our web work is featured in the bourgeois exhibition Belgisch Atelier Belge, among that of Belgian art superstars like Delvoye, Fabre and Tuymans.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2002</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_07.jpg" title="Crossing a cemetery on our way to the European Game Developers Conference in London." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_08.jpg" title="When we were on the book of Numbers, the Americans bombed Afghanistan, so we slapped each other like we were Jin Kazama and Ling Xiaoyu." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
Tale of Tales is born during a research project at the Jan van Eyck academy.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2003</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_09.jpg" title="Even though we initially only did it to make it easier for Auriea to stay in Belgium, our marriage in the city hall of Gent became something very romantic to us." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_10.jpg" title="A first demo of our first game project, 8, presenting the Girl in White in the Formal Dining Room of the palace of Sleeping Beauty." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
After their initial refusal, we convinced the Flemish Audiovisual Fund that they should support videogames, starting with our 8.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2004</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_11.jpg" title="Combed and shaven in an attempt to look trustworthy to games publishers." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_12.jpg" title="A second demo of our first game project, 8: the Theater Gallery Tragedy. About the love of a tailor for the sleeping princess." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
Unsuccessfully pitching 8 to commercial publishers at the Game Connection in Lyon marks the start of our career as independent developers.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2005</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_13close.jpg" title="On the site of the former Saint Salvator church in Ename which would inspire the ruin in The Endless Forest." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_14.jpg" title="The first phase of The Endless Forest consisted only of a deer that could run, jump and roar in a small patch of forest. But seeing people play with it opened our eyes." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
At the Innovative Game Design symposium in Maastricht, we shelved our ambitions to become commercial game developers. Chris Crawford was there too.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2006</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_15.jpg" title="Lying under an olive tree near the Forum Romanum during our only real vacation so far with the two of us." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_16.jpg" title="Drama Princess is a software system that guides the behavior of autonomous characters for dramatic effect rather than life simulation. It was later adapted for The Path." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
We presented the Realtime Art Manifesto at the Mediaterra Festival in Athens.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2007</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_17.jpg" title="Resting in the heat of the Teotihuacan site. Before we got kicked out for exploring a bit too much. We were in Mexico City for our first solo exhibition." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_18.jpg" title="The first demo for The Path contained only Ruby, who didn't have a name yet." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
We stopped resisting Web 2.0 and started the Tale of Tales blog .</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2008</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_19.jpg" title="On a quest to embrace the mad genius of Gaudi in Barcelona." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_20.jpg" title="The Graveyard is a short experimental game, in part inspired by my late grandmother, Margriet." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
Showing The Path demo at the Independent Games Festival to hundreds of colleagues and fans was an exhilarating experience.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2009</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_21.jpg" title="Blown away by the Welsh sea wind where we were meeting Alex Mayhew and Emma Westecott." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_22.jpg" title="The Path is done. The Path is done. The Path is done. And is met with overwhelming response on release." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
We launched The Path at the Yerba Buena Center for the Arts with live music by Jarboe and Kris Force.</p>
<p></TD></TR><TR><TD STYLE="font-size:40px;font-weight:bold;padding:0;color:white;">2010</TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_23.jpg" title="We were invited to Madrid for a presentation of our 'alternative artistic strategies' at the ARCO art fair." WIDTH=160 HEIGHT=100 STYLE="border:none" /></TD><TD WIDTH=160 STYLE="padding:0;"><img src="http://Tale-of-Tales.com/blog/media/anniversary11/anniversary11_24.jpg" title="Vanitas is a wooden box filled with little objects inside of a shiny technological gadget. Memento Mori, Homo Bulla." WIDTH=160 HEIGHT=100  STYLE="border:none" /></TD><TD WIDTH=160 STYLE="color:white;font-size:9px;"><br />
The Notgames initiative is an attempt to stimulate artists and designers to create interactive entertainment that is not games.</p>
<p></TD></TR><br />
</TABLE></p>
<p><em>Hover your cursor over the images for captions.</em></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/03/18/11-years-of-collaboration/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>It&#8217;s been almost one year&#8230;</title>
		<link>http://tale-of-tales.com/blog/2010/03/14/its-been-almost-one-year/</link>
		<comments>http://tale-of-tales.com/blog/2010/03/14/its-been-almost-one-year/#comments</comments>
		<pubDate>Sun, 14 Mar 2010 10:33:13 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[History]]></category>
		<category><![CDATA[The Path]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=4000</guid>
		<description><![CDATA[since The Path was released.
On 18 March 2009, we launched The Path from a room in the hotel where we first met exactly 10 years before. Get ready for celebrating the first anniversary of our six little girls and their very own big bad wolves! Expect an elaborate and revealing post-mortem/making-of, a special limited USB [...]]]></description>
			<content:encoded><![CDATA[<p>since The Path was released.</p>
<p>On 18 March 2009, we launched The Path from a room in the hotel where we first met exactly 10 years before. Get ready for celebrating the first anniversary of our six little girls and their very own big bad wolves! Expect an elaborate and revealing post-mortem/making-of, a special limited USB edition package, a nice discount on the regular download, an updated translations patch (now also on Steam!), an interview with a source of inspiration, news about the soundtrack, and of course an Endless Forest bathed in darkness and mist.</p>
<p><img src="http://Tale-of-Tales.com/blog/media/ThePath-RobinsBirthdayRoom.jpg" alt="Robin's Birthday Room" WIDTH=550 HEIGHT=344 /></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/03/14/its-been-almost-one-year/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
		</item>
		<item>
		<title>The Game Developers Conference starts today!</title>
		<link>http://tale-of-tales.com/blog/2010/03/09/the-game-developers-conference-starts-today/</link>
		<comments>http://tale-of-tales.com/blog/2010/03/09/the-game-developers-conference-starts-today/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 11:46:08 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3972</guid>
		<description><![CDATA[And we are not there. :)
Instead, we are at home, working on a new project. A project that doesn&#8217;t have a name yet. You can follow what we&#8217;re doing on Tumblr where we post some of the reference material that we&#8217;re collecting to inspire and inform the design.

We can&#8217;t say much about this project yet. [...]]]></description>
			<content:encoded><![CDATA[<p><em>And we are not there. :)</em></p>
<p>Instead, we are at home, working on a new project. A project that doesn&#8217;t have a name yet. You can <a href="http://cncntrc.tumblr.com/">follow what we&#8217;re doing on Tumblr</a> where we post some of the reference material that we&#8217;re collecting to inspire and inform the design.</p>
<p><img src="http://cncntrc.tumblr.com/photo/1280/436618862/1/tumblr_kz0fu6077P1qbo4bc" alt="Lock" HEIGHT=250 /><img src="http://cncntrc.tumblr.com/photo/1280/424358841/1/tumblr_kypsgy2oV01qbo4bc" alt="Flower" HEIGHT=250 /></p>
<p>We can&#8217;t say much about this project yet. Because we don&#8217;t know what it will become yet. We have a basic idea but that can still change. It has something to do with flowers, and with locks, and with diagrams of the universe, and with sex. It&#8217;s very different from any game we&#8217;ve made so far. There&#8217;s no story at its basis. There&#8217;s no characters. And it might even feel like an actual game -though we&#8217;re definitely applying the <a href="http://notgames.org">notgames</a> dogma to this one.</p>
<p>We&#8217;ve also done something unusual with the design method. Auriea and I have split up. The new project consists of two very different parts. Auriea is designing one and I am designing the other. And then we&#8217;ll bring the two <a href="http://entropy8zuper.org/godlove/it%27s_not_about_comfort_baby/movies/jetaime.swf">together</a>.</p>
<p>The current phase is a prototyping phase that will run <a href="http://tale-of-tales.com/blog/2010/03/01/going-underground/">on and off</a> until some time next year. This phase is supported by the <a href="http://www.vaf.be">Flanders Audiovisual Fund</a>.</p>
<p><em>To all our friends at <a href="http://gdconf.com">GDC</a>: enjoy the event! :)</em></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/03/09/the-game-developers-conference-starts-today/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
		</item>
		<item>
		<title>The Graveyard for iPhone</title>
		<link>http://tale-of-tales.com/blog/2010/03/08/the-graveyard-for-iphone/</link>
		<comments>http://tale-of-tales.com/blog/2010/03/08/the-graveyard-for-iphone/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 15:43:23 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[History]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3943</guid>
		<description><![CDATA[ Now on the App Store: The Graveyard for iPhone and iPod touch. Only 1.99 US Dollars. A free Lite version will be available as soon as Apple approves it (release has been stalled a bit because they disapproved of your use of the word &#8220;Trial&#8221; and the reference to the full version in the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://tale-of-tales.com/TheGraveyard/images/graveyard_iphone.png" alt="The Graveyard on iPod touch" ALIGN="left" STYLE="border:none;margin-right:10px;margin-bottom:0px;" /> Now on the App Store: <a href="http://itunes.apple.com/us/artist/tale-of-tales/id349454576?uo=6">The Graveyard for iPhone and iPod touch</a>. Only 1.99 US Dollars. A free Lite version will be available as soon as Apple approves it (release has been stalled a bit because they disapproved of your use of the word &#8220;Trial&#8221; and the reference to the full version in the description of the &#8220;Lite&#8221; one).</p>
<p><a href="http://itunes.apple.com/us/artist/tale-of-tales/id349454576?uo=6"><img src="http://tale-of-tales.com/TheGraveyard/images/App_Store_Badge_EN.png" alt="The Graveyard on the App Store" STYLE="border:none;"/></a></p>
<p>From the press release:</p>
<blockquote><p>The Graveyard offers a player the opportunity to imagine themselves in a certain situation. It&#8217;s not a game in the sense that there is a way to win or lose or a puzzle to solve, or even a story to uncover. But the interaction does immerse you in a virtual world filled with narrative, an equally powerful feature of the medium of videogames. The iPhone version of The Graveyard is the same as the PC version. Only a few elements have been removed or simplified to allow it to run on the iPhone hardware. But the fact that you hold the game in your hand and touch it with your finger, adds to the sensation of fragility and preciousness.</p></blockquote>
<p><span id="more-3943"></span></p>
<p><a href="http://Tale-of-Tales.com/TheGraveyard">The Graveyard</A> was originally made for Mac OSX and Windows with <a href="http://Unity3D.com">Unity</a> (2 years ago already). Since there is an iPhone version of Unity, we figured we&#8217;d just port the game. It wasn&#8217;t as easy as expected. The iPhone hardware is a lot less powerful than a PC, so we had to tweak the graphics a bit (no post-processing, no real-time overlays, no animated trees, no birds, and a vertical display area to reduce the visible part of the environment). Another problem was the lack of a usable format for sound compression which lead to the download being larger than the PC version (isn&#8217;t it ironic that an MP3 player is so bad at handling sounds?). Still, if you ask us, The Graveyard is one of the best looking and sounding games on the iPhone. Hope you enjoy it! :)</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/03/08/the-graveyard-for-iphone/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Weltschmerz</title>
		<link>http://tale-of-tales.com/blog/2010/03/06/weltschmerz/</link>
		<comments>http://tale-of-tales.com/blog/2010/03/06/weltschmerz/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 18:37:37 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Senses]]></category>
		<category><![CDATA[Thoughts]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3933</guid>
		<description><![CDATA[Main Entry: welt·schmerz
Pronunciation: \ˈvelt-ˌshmerts\
Function: noun
Usage: often capitalized
Etymology: German, from Welt world + Schmerz pain
Date: 1864
1 : mental depression or apathy caused by comparison of the actual state of the world with an ideal state
2 : a mood of sentimental sadness
Weltschmerz (from the German, meaning world-pain or world-weariness) is a term coined by the German author [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Main Entry: welt·schmerz<br />
Pronunciation: \ˈvelt-ˌshmerts\<br />
Function: noun<br />
Usage: often capitalized<br />
Etymology: German, from Welt world + Schmerz pain<br />
Date: 1864</p>
<p>1 : mental depression or apathy caused by comparison of the actual state of the world with an ideal state<br />
2 : a mood of sentimental sadness</p></blockquote>
<blockquote><p>Weltschmerz (from the German, meaning world-pain or world-weariness) is a term coined by the German author Jean Paul and denotes the kind of feeling experienced by someone who understands that physical reality can never satisfy the demands of the mind.</p></blockquote>
<blockquote><p>The modern meaning of Weltschmerz in the German language is the psychological pain caused by sadness that can occur when realizing that someone&#8217;s own weaknesses are caused by the inappropriateness and cruelty of the world and (physical and social) circumstances. Weltschmerz in this meaning can cause depression, resignation and escapism,</p></blockquote>
<blockquote><p>the prevailing mood of melancholy and pessimism associated with the poets of the Romantic era that arose from their refusal or inability to adjust to those realities of the world that they saw as destructive of their right to subjectivity and personal freedom—a phenomenon thought to typify Romanticism</p></blockquote>
<blockquote><p>Weltschmerz was characterized by a nihilistic loathing for the world and a view that was skeptically blasé.</p></blockquote>
<blockquote><p>Main Entry: bla·sé<br />
Pronunciation: \blä-ˈzā\<br />
Variant(s): also bla·se<br />
Function: adjective<br />
Etymology: French<br />
Date: 1819</p>
<p>1 : apathetic to pleasure or excitement as a result of excessive indulgence or enjoyment : world-weary<br />
2 : sophisticated, worldly-wise<br />
3 : unconcerned<br />
synonyms see sophisticated</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/03/06/weltschmerz/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
		</item>
		<item>
		<title>Someone in Austria gets Fatale</title>
		<link>http://tale-of-tales.com/blog/2010/03/04/someone-in-austria-gets-fatale/</link>
		<comments>http://tale-of-tales.com/blog/2010/03/04/someone-in-austria-gets-fatale/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 08:08:21 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Fatale]]></category>
		<category><![CDATA[Press]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3917</guid>
		<description><![CDATA[
Körperlos, als reine Perspektive schwebt man als Spieler durch die Tempelanlage. Fast wie bei einem Kreuzweg besucht man Station um Station, vordergründig um Kerzen auszulöschen, in Wahrheit aber, um sich der Atmosphäre hinzugeben und um Details der Szenerie wahrzunehmen. Aus herumliegenden Schleiern, den Séparées, dem Henker und vielen weiteren, nicht nur ernst gemeinten Elementen (Zündholzschachtel [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://images.derstandard.at/t/12/2010/02/27/1267136668046.jpg" alt="Fatale" /></p>
<blockquote><p>Körperlos, als reine Perspektive schwebt man als Spieler durch die Tempelanlage. Fast wie bei einem Kreuzweg besucht man Station um Station, vordergründig um Kerzen auszulöschen, in Wahrheit aber, um sich der Atmosphäre hinzugeben und um Details der Szenerie wahrzunehmen. Aus herumliegenden Schleiern, den Séparées, dem Henker und vielen weiteren, nicht nur ernst gemeinten Elementen (Zündholzschachtel mit Telefonnummer Salomes!) baut sich im Kopf des Spielers die fatal endende Geschichte auf. Man muss sich auf die Atmosphäre einlassen, sich in die Szenerie vertiefen, denn das Andeutungsgeflecht erweist sich als nicht dicht genug gewebt, um eindeutige Schlüsse ziehen zu können.</p></blockquote>
<p><a href="http://derstandard.at/1267131925558/Kunst-Spiel-Salomes-Tanz-auf-dem-Bildschirm">Alois Pumhösel, Der Standard</a></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/03/04/someone-in-austria-gets-fatale/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Going underground</title>
		<link>http://tale-of-tales.com/blog/2010/03/01/going-underground/</link>
		<comments>http://tale-of-tales.com/blog/2010/03/01/going-underground/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 15:43:55 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[History]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3896</guid>
		<description><![CDATA[We&#8217;re embarking on a new project today. Two new projects, actually. It&#8217;s an experiment. Instead of working on them in sequence, we&#8217;ll work on one one month, then on the other the next. The idea is to increase the development time of both. Because we&#8217;ve experienced that not working on something and just allowing it [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re embarking on a new project today. Two new projects, actually. It&#8217;s an experiment. Instead of working on them in sequence, we&#8217;ll work on one one month, then on the other the next. The idea is to increase the development time of both. Because we&#8217;ve experienced that <em>not</em> working on something and just allowing it to grow over time, makes it a big difference.</p>
<p>Over the next <strong>18 months</strong>, we will be prototyping two new largish games. None of this work will be published. And even after the prototyping phase, it will take some time before we bring the projects to production and release. So it&#8217;s going to be quiet around here for quite a while.</p>
<p>That doesn&#8217;t mean we will disappear completely. While working on the prototypes, we will be doing a few small projects too, and we may release some things related to the old projects.</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/03/01/going-underground/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Vanitas, for all.</title>
		<link>http://tale-of-tales.com/blog/2010/02/26/vanitas-for-all/</link>
		<comments>http://tale-of-tales.com/blog/2010/02/26/vanitas-for-all/#comments</comments>
		<pubDate>Fri, 26 Feb 2010 21:24:58 +0000</pubDate>
		<dc:creator>Auriea</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[Version History]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3880</guid>
		<description><![CDATA[For various reasons, up til now Vanitas was not downloadable by users of the 1st generation iPod Touch. At first, because we didn&#8217;t get a chance to test it on this older hardware. Then after we did, when we tried to update to allow for it, Apple had suddenly, inexplicably, changed their policy on how [...]]]></description>
			<content:encoded><![CDATA[<p>For various reasons, up til now Vanitas was not downloadable by users of the <b>1st generation iPod Touch</b>. At first, because we didn&#8217;t get a chance to test it on this older hardware. Then after we did, when we tried to update to allow for it, Apple had suddenly, inexplicably, changed their policy on how to specify hardware restrictions. This left many developers scratching their heads how to allow or restrict what hardware their apps can run on. Apple had to fix our AppStore listing by hand to get things straight. Needless to say we are happy to now announce that Vanitas will run on any version of the iThings! iPod or iPhone, regardless of age.</p>
<p>So, 1st gen iPod Touch users, <a href=http://tale-of-tales.com/Vanitas/>you can now play too!</a></p>
<p><a href="http:/tale-of-tales.com/Vanitas"><img class="alignnone" src="http://farm5.static.flickr.com/4051/4389942019_60f8cda1d8_m.jpg" alt="3cherries" width="160" height="240" style="border:5px solid #000" /><img class="alignnone" src="http://farm3.static.flickr.com/2722/4389941791_2e9edb9695_m.jpg" alt="gatheryerosebuds" width="160" height="240" style="border:5px solid #000" /><img class="alignnone" src="http://farm3.static.flickr.com/2730/4390711378_144016574f_m.jpg" alt="3dice" width="160" height="240" style="border:5px solid #000" /></a> </p>
<p>Also,  a few helpful tips for things that may not have been so obvious.</p>
<blockquote><p>TIPS:<br />
- Use multitouch to levitate up to 3 objects at once.<br />
- Find the authors of the quotes by clicking the url at the top of the info screen.<br />
- It is easier to get a gold star at lower levels so, try your luck with the reset button on the 3rd info screen.</p></blockquote>
<p><a href=http://itunes.apple.com/us/app/vanitas/id349454573?mt=8&#038;uo=6>enjoy!</a></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/02/26/vanitas-for-all/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>The truth</title>
		<link>http://tale-of-tales.com/blog/2010/02/24/this-is-a-test/</link>
		<comments>http://tale-of-tales.com/blog/2010/02/24/this-is-a-test/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 08:31:27 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Thoughts]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3877</guid>
		<description><![CDATA[The world is flat. The sun turns around it. The clouds too. Sometimes the clouds float behind the sun, sometimes in front of it. The sun is afraid of the moon. The moon brings darkness. 
]]></description>
			<content:encoded><![CDATA[<p>The world is flat. The sun turns around it. The clouds too. Sometimes the clouds float behind the sun, sometimes in front of it. The sun is afraid of the moon. The moon brings darkness. </p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/02/24/this-is-a-test/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>If Doom is Rock and Roll, then The Path is&#8230;</title>
		<link>http://tale-of-tales.com/blog/2010/02/21/if-doom-is-rock-and-roll-then-the-path-is/</link>
		<comments>http://tale-of-tales.com/blog/2010/02/21/if-doom-is-rock-and-roll-then-the-path-is/#comments</comments>
		<pubDate>Sun, 21 Feb 2010 10:26:25 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Thoughts]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3822</guid>
		<description><![CDATA[In the wake of The Art History of Games symposium, Tracy V. Wilson&#8217;s question as to whether art games are (still) games made me realize that  Frank Lantz&#8217;s observation that Doom is like rock and roll may hold even more water than I originally assumed.
Maybe we can think of rock and roll as a [...]]]></description>
			<content:encoded><![CDATA[<p><I>In the wake of <a href="http://www.arthistoryofgames.com">The Art History of Games</a> symposium, <a href="http://blogs.howstuffworks.com/2010/02/17/art-games-are-they-games/">Tracy V. Wilson&#8217;s question</a> as to whether art games are (still) games made me realize that  <a href="http://gamedesignadvance.com/?p=2034">Frank Lantz&#8217;s observation</a> that Doom is like rock and roll may hold even more water than I originally assumed.</I></p>
<p>Maybe we can think of rock and roll as a kind of &#8220;hyper&#8221; version of traditional folk music that was made possible through technology (electronically amplified instruments and vinyl records). Much like videogames could be seen as a &#8220;hyper&#8221; version of traditional games enabled by the technology of computers (both as creative tool and distribution platform). Like videogames, rock and roll added a certain vitality and emotional depth to an ancient tradition that totally absorbed a new generation. *</p>
<p>This analogy gets really interesting for me when we start thinking of more extreme or experimental forms of rock music. In the beginning, rock and roll, like videogames, was relatively straightforward and all about <em>fun</em>. But then some people started experimenting and things like The Doors and Velvet Underground happened, followed soon by Sex Pistols, Crass and Dead Kennedys. **</p>
<p>One could argue that the music of Sonic Youth, Psychic TV or Einst&uuml;rzende Neubauten is as much removed from the &#8220;fun&#8221; of rock and roll as the games by Jason Rohrer, Daniel Benmergui and yours truly are from the &#8220;fun&#8221; of videogames. Interestingly, it seems that <strong>it is exactly in the <I>deviation</I> that this type of rock (or videogames) starts claiming <em>artistic value</em></strong>. Not only by virtue of not being fun, but also by introducing &#8220;alien&#8221; elements to the form like noise, unusual structures or narrative content previously deemed unsuitable.</p>
<p><BR><br />
<img src="http://tale-of-tales.com/blog/media/pollock-rohrer-rotten.jpg" alt="Pollock, Rohrer, Rotten" /><br />
<I>The hairline may be only one of many things that Jason Rohrer shares more with Johny Rotten than with Jackson Pollock.</I><br />
<BR></p>
<p>So rather than thinking of people who experiment with videogames as new Jackon Pollocks or Kiki Smiths, maybe we should think of them as new Nick Caves or Siouxsie Siouxs. They are taking a new technological incarnation of an old analog form and are introducing elements to it that seem to contradict the form&#8217;s original merits. And by doing so, they get closer to what is commonly perceived of as artistic.</p>
<p>Next to the more rock-oriented deviations, we may soon be seeing the videogames equivalents of Philip Glass and Michael Nyman and perhaps even Stockhausen or Górecki, as some developers may reject not only the &#8220;hyper&#8221; version of the form (rock and roll/videogame) but also its non-electronic predecessor (folk music/game).</p>
<p>All this time, of course, rock and roll, as videogames, continues to exist. Once in a while it is influenced by the more artistic experiments. But often it is not. And the two co-exist, appealing often to different audiences, but equally often not without significant overlaps. Sometimes we like playing Mario. Sometimes we immerse ourselves in The Void. Much like sometimes we dance to Abba while other times we need a dose of Cocteau Twins.</p>
<p><P STYLE="border-top:dotted 1px white;margin-top:40px;"><I>* Oddly, there&#8217;s a similarity between the two on a social level too. Both traditional games and folk music are often group activities that are mostly about interacting with other humans and having a fun time together. Rock and roll and videogames add a much more explicit notion of authorship to the form and introduce a more severe separation between author and audience, up to the point where enjoying the music or the game could become a solitary activity, thanks to reproduction and distribution technologies.</p>
<p>** Punk is an interesting case because it started as <I>anti</I>-rock and roll but was quickly reintroduced into the mainstream via bands like The Ramones and The Clash who made it fun again.<br />
</I></P></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/02/21/if-doom-is-rock-and-roll-then-the-path-is/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Presenting in Madrid</title>
		<link>http://tale-of-tales.com/blog/2010/02/17/presenting-in-madrid/</link>
		<comments>http://tale-of-tales.com/blog/2010/02/17/presenting-in-madrid/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 00:01:10 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3813</guid>
		<description><![CDATA[On Thursday, February 18th, we&#8217;ll be presenting our working at the ARCO art fair in Madrid. We were invited by Domenico Quaranta to talk about our work at a symposium entitled &#8220;EXPANDING THE FIELD. Or, 8 good reasons to talk about new media (in an art fair)&#8221;. Other guests are Hans Bernhard and lizvlx of [...]]]></description>
			<content:encoded><![CDATA[<p>On Thursday, February 18th, we&#8217;ll be presenting our working at the <a href="http://www.ifema.es/web/ferias/arco/default_i.html">ARCO art fair</a> in Madrid. We were invited by Domenico Quaranta to talk about our work at a symposium entitled <em>&#8220;<a href="http://domenicoquaranta.com/2010/02/arco-2010-expanding-the-field/">EXPANDING THE FIELD</a>. Or, 8 good reasons to talk about new media (in an art fair)&#8221;</em>. Other guests are Hans Bernhard and lizvlx of UBERMORGEN.COM, Marius Watz, Trevor Paglen, Oron Catts and Paul D. Miller (aka DJ Spooky).</p>
<blockquote><p>Something is happening in the field of art. Postmodernism seems to have been replaced, but nobody is really able to say by what. Art critics such as Nicolas Bourriaud and Carolyn Christov-Bakargiev explained this change looking backwards to Modernism, but Modernism itself is many things, and it’s still not clear if this new modern, or Altermodern, is rooted in a new utopianism, as argued by Christov-Bakargiev, or in creolisation, globalisation and travelling, as suggested by Bourriaud.</p>
<p>What is clear to both is that new technologies, in the broader meaning of the term, are having a central role in this change. Starting from here, and appropriating Ippolito and Blais’ idea that the change will come from artists operating “at the edge of art” – Expanding the Field will involve artists and researchers that address, with different approaches, various new technologies – from the Internet to videogames and biotechnology – and issues and practices of the digital culture, from media hacking to data mining and surveillance.</p></blockquote>
<p>Should be fun! ;)<br />
<del datetime="2010-02-17T00:04:14+00:00">And we&#8217;ll have an entire day to spend at the <a href="http://www.museodelprado.es/">Prado</a>!</del></p>
<p>ARCO Art Fair, Forum Auditorium 2, Hall 6.<br />
February 18, 2010, from 12.30 to 2.30 p.m. and from 4 to 8 p.m.<br />
(we&#8217;re scheduled at 6)</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/02/17/presenting-in-madrid/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>The Graveyard and The Path now on Impulse</title>
		<link>http://tale-of-tales.com/blog/2010/02/15/the-graveyard-and-the-path-now-on-impulse/</link>
		<comments>http://tale-of-tales.com/blog/2010/02/15/the-graveyard-and-the-path-now-on-impulse/#comments</comments>
		<pubDate>Mon, 15 Feb 2010 20:57:04 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[The Path]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3807</guid>
		<description><![CDATA[ 
The Graveyard and The Path are now available on Stardock&#8217;s Impulse platform.
]]></description>
			<content:encoded><![CDATA[<p><img src="https://store.stardock.com//images/graveyard_box.png" alt="The Graveyard" STYLE="border:none" /> <img src="https://store.stardock.com//images/thepath_box.png" alt="The Path"  STYLE="border:none" /></p>
<p><a href="http://www.impulsedriven.com/graveyard">The Graveyard</a> and <a href="http://www.impulsedriven.com/thepath">The Path</a> are now available on Stardock&#8217;s Impulse platform.</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/02/15/the-graveyard-and-the-path-now-on-impulse/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Vanitas. analog.</title>
		<link>http://tale-of-tales.com/blog/2010/02/10/vanitas-analog/</link>
		<comments>http://tale-of-tales.com/blog/2010/02/10/vanitas-analog/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 22:26:44 +0000</pubDate>
		<dc:creator>Auriea</dc:creator>
				<category><![CDATA[Exhibitions]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3785</guid>
		<description><![CDATA[
So we took The Very Broken iPhone. (It was broken when we received it. a gift. made sure it was *really* broken myself, with a very big hammer.)

there was made an octagonal table. Michael spent quite some time making the matching octagonal radiation on the floor.

We created within a physical representation of the contents of [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://farm5.static.flickr.com/4004/4331219062_cbc90fe04d.jpg" style="border:0"><br />
So we took The Very Broken iPhone. (It was broken when we received it. a gift. made sure it was *really* broken myself, with a very big hammer.)</p>
<p><img src="http://farm5.static.flickr.com/4019/4331219018_cb485bf1f5.jpg" width="250"  style="border:0"><img src="http://farm3.static.flickr.com/2782/4331218984_49098936a0.jpg" width="250" style="border:0"><br />
there was made an octagonal table. Michael spent quite some time making the matching octagonal radiation on the floor.</p>
<p><object type="application/x-shockwave-flash" width="500" height="409" data="http://www.flickr.com/apps/video/stewart.swf?v=71377" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="flashvars" value="intl_lang=en-us&amp;photo_secret=cca679cc37&amp;photo_id=4335378139"></param><param name="movie" value="http://www.flickr.com/apps/video/stewart.swf?v=71377"></param><param name="bgcolor" value="#000000"></param><param name="allowFullScreen" value="true"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/video/stewart.swf?v=71377" bgcolor="#000000" allowfullscreen="true" flashvars="intl_lang=en-us&amp;photo_secret=cca679cc37&amp;photo_id=4335378139" height="409" width="500"></embed></object></p>
<p>We created within a physical representation of the contents of the game. A little bird skull, dice, a tarot card, a twig from a tree, a key, dead leaves, a tooth, a shell, etc., and lots and lots of ladybugs. All under glass.</p>
<p><img src="http://farm3.static.flickr.com/2786/4335338509_6c501196dd.jpg" style="border:0"></p>
<p><img src="http://farm5.static.flickr.com/4032/4331218854_868ccbf2dd.jpg" width="250" style="border:0"><img src="http://farm5.static.flickr.com/4068/4331218940_6e3ab3925a.jpg" width="250" style="border:0"><br />
<img src="http://farm5.static.flickr.com/4017/4335338761_74a2d62c15.jpg" width="250" style="border:0"><img src="http://farm5.static.flickr.com/4046/4335338679_2eca008668.jpg" width="250" style="border:0"></p>
<p>added 4 iPods. and then came the people.</p>
<p><img src="http://farm3.static.flickr.com/2694/4336083510_b67eb99389.jpg" style="border:0"><br />
<img src="http://farm5.static.flickr.com/4053/4336082486_97f6a66588.jpg" style="border:0"><br />
<img src="http://farm5.static.flickr.com/4042/4335339063_aaf44df08b.jpg" style="border:0"></p>
<p><a href="http://www.flickr.com/photos/entropy8/sets/72157623349376612/" style="border:0">see the whole set here</a></p>
<p>For all our nervousness it all went quite well. Surprisingly so. I think it created a nice environment for people to view <a href="http://tale-of-tales.com/Vanitas">Vanitas</a>. It was exciting and fun to be able to watch so many people interact!</p>
<p>Thanks to:<br />
* Wolfgang Wozniak for the Very Broken iPhone.<br />
* E.K. Huckaby for his kind, indispensable assistance.<br />
* Lord Whimsy for his good advice.<br />
* whoever made the table, we give thanks.</p>
<p><a href=http://blog.scad.edu/arthistoryofgames/games/>This and all the other games made for The Art History of Games exhibition at Kai Lin Art in Atlanta, GA will be up and playable until March 2nd.</a></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/02/10/vanitas-analog/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Photo post: Towards an Art History of Games</title>
		<link>http://tale-of-tales.com/blog/2010/02/10/towards-an-art-history-of-games/</link>
		<comments>http://tale-of-tales.com/blog/2010/02/10/towards-an-art-history-of-games/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 19:21:34 +0000</pubDate>
		<dc:creator>Auriea</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[Photos]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3787</guid>
		<description><![CDATA[Various photos of presentations at the symposium. This is a flickr slideshow, if you fullscreen it and choose &#8216;Show Info&#8217; (top right) you can read context and commentary on each image.

a few personal highlights of the symposium:
* listening to John Romero describe the design choices which lead to the invention of ASWD camera navigation.
* Brenda [...]]]></description>
			<content:encoded><![CDATA[<p>Various photos of presentations at the symposium. This is a flickr slideshow, if you fullscreen it and choose &#8216;Show Info&#8217; (top right) you can read context and commentary on each image.</p>
<p><object width="600" height="450"><param name="flashvars" value="offsite=true&#038;lang=en-us&#038;page_show_url=%2Fphotos%2Fentropy8%2Fsets%2F72157623242505945%2Fshow%2F&#038;page_show_back_url=%2Fphotos%2Fentropy8%2Fsets%2F72157623242505945%2F&#038;set_id=72157623242505945&#038;jump_to="></param><param name="movie" value="http://www.flickr.com/apps/slideshow/show.swf?v=71649"></param><param name="allowFullScreen" value="true"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/slideshow/show.swf?v=71649" allowFullScreen="true" flashvars="offsite=true&#038;lang=en-us&#038;page_show_url=%2Fphotos%2Fentropy8%2Fsets%2F72157623242505945%2Fshow%2F&#038;page_show_back_url=%2Fphotos%2Fentropy8%2Fsets%2F72157623242505945%2F&#038;set_id=72157623242505945&#038;jump_to=" width="600" height="450"></embed></object></p>
<p>a few personal highlights of the symposium:<br />
* listening to John Romero describe the design choices which lead to the invention of ASWD camera navigation.<br />
* Brenda Brathwaite&#8217;s moving confessions of her design process, all that she puts into it and the way game design effects and expresses life.<br />
* And playing her game, Train, at the gallery.<br />
* Jason Rohrer describing how he came to the design of his game &#8220;Sleep is Death&#8221; and how it grew from a desire to communicate stories that defied telling through words alone.<br />
* Hearing Christiane Paul talk about net artists in the context of art game history.</p>
<p>And finally, yes, <a href=http://www.flickr.com/photos/scaddotedu/4343709604/>there exists a photo of us standing next to John Romero</a>. Amazing!<br />
(yes, we know, we look silly. should have smiled. it was a pretty fun evening though. :))</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/02/10/towards-an-art-history-of-games/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Art History of Games presentation online</title>
		<link>http://tale-of-tales.com/blog/2010/02/09/art-history-of-games-presentation-online/</link>
		<comments>http://tale-of-tales.com/blog/2010/02/09/art-history-of-games-presentation-online/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 18:03:21 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Notgames]]></category>
		<category><![CDATA[Realtime Art Manifesto]]></category>
		<category><![CDATA[Thoughts]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3775</guid>
		<description><![CDATA[We have posted the text and slides of our presentation at the Art History of Games symposium last Saturday in Atlanta.

Videogames are stuck. Despite of the ongoing technical evolution and the continuous calls for a new medium, videogames have stopped evolving. They have found their comfort zone. Videogames are happy. Happy being exactly what they [...]]]></description>
			<content:encoded><![CDATA[<p>We have posted the <a href="http://tale-of-tales.com/tales/OverGames.html">text and slides</a> of our presentation at the Art History of Games symposium last Saturday in Atlanta.</p>
<p><a href="http://tale-of-tales.com/tales/OverGames.html"><img src="http://tale-of-tales.com/tales/OverGames/AHoG.024.jpg" alt="Over Games" /></a></p>
<blockquote><p>Videogames are stuck. Despite of the ongoing technical evolution and the continuous calls for a new medium, videogames have stopped evolving. They have found their comfort zone. Videogames are happy. Happy being exactly what they are. Fun activities that nurture our inner child.</p>
<p>While our inner grown-up is starving!</p>
<p>We need a new medium that can help us cope with the complexity of our post-historic universe. The interactive, non-linear and generative capacity of computer technology offers such a medium. There is no need however to limit what we create with this technology to the format of games. The possibilities are endless.</p>
<p>There&#8217;s a lot of work to do.</p>
<p>Videogames have taken computer technology hostage. It is time to liberate the medium and start feeding our starving hearts and minds. We need to stop making games and look further, go farther, step into a new world. Create interactive entertainment for all instead of squeezing people into oppressive sets of rules and goals. We have the technology. We have the desire. So let&#8217;s get to work!</p></blockquote>
<p><a href="http://tale-of-tales.com/tales/OverGames.html">Enjoy</a>!</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/02/09/art-history-of-games-presentation-online/feed/</wfw:commentRss>
		<slash:comments>59</slash:comments>
		</item>
		<item>
		<title>Vanitas is out!</title>
		<link>http://tale-of-tales.com/blog/2010/02/04/vanitas-is-out/</link>
		<comments>http://tale-of-tales.com/blog/2010/02/04/vanitas-is-out/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 12:45:46 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[History]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3758</guid>
		<description><![CDATA[You can get Vanitas from the App Store now!

Vanitas is a memento mori in your iPhone. A meditative app without rules or rewards with Zoë Keating on solo cello.
&#8220;Despite using contemporary technology, we are artistically inspired mostly by pre-modern art,&#8221; admit creators Auriea Harvey and Michael Samyn. &#8220;In the 16th and 17th centuries, many Dutch [...]]]></description>
			<content:encoded><![CDATA[<p>You can <a href="http://itunes.apple.com/us/app/vanitas/id349454573?mt=8&#038;uo=6">get Vanitas from the App Store</a> now!</p>
<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/JqyM65_CxwE&#038;hl=en_GB&#038;fs=1&#038;color1=0x3a3a3a&#038;color2=0x999999&#038;hd=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/JqyM65_CxwE&#038;hl=en_GB&#038;fs=1&#038;color1=0x3a3a3a&#038;color2=0x999999&#038;hd=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<p><a href="http://Tale-of-Tales.com/Vanitas">Vanitas</a> is a memento mori in your iPhone. A meditative app without rules or rewards with Zoë Keating on solo cello.</p>
<blockquote><p>&#8220;Despite using contemporary technology, we are artistically inspired mostly by pre-modern art,&#8221; admit creators Auriea Harvey and Michael Samyn. &#8220;In the 16th and 17th centuries, many Dutch and Flemish painters created still lives with symbols that referred to man&#8217;s mortality. They were named after a famous quotation from the Bible by Ecclesiastes: &#8220;Vanitas vanitatum omnia vanitas&#8221;. Or &#8220;Vanity of vanities, all is vanity&#8221;, implying that everything we do in life is without meaning. Creating a &#8220;Vanitas&#8221; painting for the iPhone felt like the appropriate response to the commission by Ian Bogost and John Sharp.&#8221;</p></blockquote>
<p>Vanitas was commissioned for the <a href="http://ArtHistoryofGames.com">Art History of Games</a> symposium and exhibition by the Savannah College of Art and Design and the Georgia Institute of Technology Program in Digital Media. The symposium opens tonight.</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/02/04/vanitas-is-out/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Vanitas trailer</title>
		<link>http://tale-of-tales.com/blog/2010/01/27/vanitas-trailer/</link>
		<comments>http://tale-of-tales.com/blog/2010/01/27/vanitas-trailer/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 16:53:35 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Exhibitions]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3744</guid>
		<description><![CDATA[
Our first iPhone app Vanitas will be launched on February 4 at the opening of the Art History of Games symposium for which it was commissioned. Vanitas will be exhibited in a special installation (including live ladybugs!), next to games commissioned from Jason Rohrer and Nathalie Pozzi &#038; Eric Zimmerman, at the Kai Lin Art [...]]]></description>
			<content:encoded><![CDATA[<p><object width="600" height="337"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=9021878&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=9021878&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="600" height="337"></embed></object></p>
<p>Our first iPhone app <a href="http://Tale-of-Tales.com/Vanitas" STYLE="font-variant: small-caps">Vanitas</a> will be launched on February 4 at the opening of the <a href="http://arthistoryofgames.com">Art History of Games</a> symposium for which it was commissioned. Vanitas will be exhibited in a special installation (including live ladybugs!), next to games commissioned from Jason Rohrer and Nathalie Pozzi &#038; Eric Zimmerman, at the Kai Lin Art gallery in Atlanta, Georgia, USA, from Thursday, February 4 until Tuesday, March 2. The opening reception will take place Friday, February 5 from 8:00 pm until 10:00 pm. More information <a href="http://blog.scad.edu/arthistoryofgames/games/">here</a>.</p>
<p>There&#8217;s still some tickets for the symposium and exhibition.<a href="http://arthistoryofgames.com/registration">Register here</a>!</p>
<p><em>And don&#8217;t forget to check the App Store as of 4 February!</em></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/01/27/vanitas-trailer/feed/</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>Fatale reviewed in Spanish</title>
		<link>http://tale-of-tales.com/blog/2010/01/19/fatale-reviewed-in-spanish/</link>
		<comments>http://tale-of-tales.com/blog/2010/01/19/fatale-reviewed-in-spanish/#comments</comments>
		<pubDate>Tue, 19 Jan 2010 10:14:37 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Fatale]]></category>
		<category><![CDATA[Press]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3735</guid>
		<description><![CDATA[Jaime San Simón describes how he experienced FATALE on the Spanish Eurogamer website.
Tale of Tales ha logrado recrear la figura de la Salomé de Wilde a un nivel de complejidad asombroso, creando a partir de ella una obra con sentido y valor propio. Un trabajo minucioso que da pie a una obra que no será [...]]]></description>
			<content:encoded><![CDATA[<p>Jaime San Simón describes how he experienced <a href="http://Tale-of-Tales.com/Fatale">FATALE</a> on <a href=" http://www.eurogamer.es/articles/fatale-exploring-salome-analisis">the Spanish Eurogamer website</a>.</p>
<blockquote><p>Tale of Tales ha logrado recrear la figura de la Salomé de Wilde a un nivel de complejidad asombroso, creando a partir de ella una obra con sentido y valor propio. Un trabajo minucioso que da pie a una obra que no será bien recibida por todos los públicos, pero ya se sabe que los grandes artistas siempre vienen acompañados de polémica.</p></blockquote>
<p>And no, there&#8217;s no score. ;)</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/01/19/fatale-reviewed-in-spanish/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Frictional: &#8220;How gameplay and narrative kill meaning&#8221;</title>
		<link>http://tale-of-tales.com/blog/2010/01/18/frictional-how-gameplay-and-narrative-kill-meaning/</link>
		<comments>http://tale-of-tales.com/blog/2010/01/18/frictional-how-gameplay-and-narrative-kill-meaning/#comments</comments>
		<pubDate>Mon, 18 Jan 2010 14:37:58 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Notgames]]></category>
		<category><![CDATA[Thoughts]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3724</guid>
		<description><![CDATA[We&#8217;re not alone! :)
Frictional Games is one of the most ambitious and at the same time under-appreciated independent developers. They are one of very few forward looking companies in the independent scene and don&#8217;t nearly get enough credit for it (this year&#8217;s IGF proved no exception with its jury ignorantly rejecting Frictional&#8217;s new project &#8220;Amnesia&#8220;).
Anyway, [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re not alone! :)</p>
<p><a href="http://www.frictionalgames.com">Frictional Games</a> is one of the most ambitious and at the same time under-appreciated independent developers. They are one of very few forward looking companies in the independent scene and don&#8217;t nearly get enough credit for it (this year&#8217;s IGF proved no exception with its jury ignorantly rejecting Frictional&#8217;s new project &#8220;<a href="http://www.igf.com/php-bin/entry2010.php?id=88">Amnesia</a>&#8220;).</p>
<p>Anyway, Frictional&#8217;s <strong>Thomas Grip</strong> has written a very clear analysis of how the &#8220;focus on narrative and gameplay is holding back interactive media&#8217;s potential&#8221;. The little essay echoes our own thoughts on the subject but Mr Grip suggests a certain terminology that is very helpful (if not entirely intuitive), opposing meaning to narrative and interaction to gameplay. With us, he is &#8220;quite convinced (&#8230;) that there is a vast new world to explore if the interaction is in focus, instead of gameplay and narrative&#8221;.</p>
<blockquote><p>While gameplay at the core of game making, it comes with a lot of baggage and makes certain meanings harder to realize in the medium. The most striking issue is the entire failure mechanism that is used in just about any game. You try a certain task, you fail and then have to repeat it. As described in other posts, this can be especially damaging in horror games, where repeating scenes seriously lessens the experience. This mechanism also imposes limits on the player&#8217;s rate of progress and effectively tells the player: &#8220;Either you complete this or you will not proceed!&#8221;. Other baggage include the notion that gameplay must be fun and the need to constantly pose challenges. What I mean with the last point is that players assume that a game will always keep them occupied with some kind of obstacle to overcome. This leads to very little interactive content that is added for its intrinsic sake alone. Instead a game&#8217;s interactive content almost always have some connection to the goals of the gameplay.</p></blockquote>
<p>Read the entire post <a href="http://frictionalgames.blogspot.com/2010/01/how-gameplay-and-narrative-kill-meaning.html">here</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/01/18/frictional-how-gameplay-and-narrative-kill-meaning/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>The Art History of Games</title>
		<link>http://tale-of-tales.com/blog/2010/01/12/the-art-history-of-games/</link>
		<comments>http://tale-of-tales.com/blog/2010/01/12/the-art-history-of-games/#comments</comments>
		<pubDate>Tue, 12 Jan 2010 09:07:06 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3711</guid>
		<description><![CDATA[Ian Bogost has commissioned us to make a game to be revealed at the Art History of Games symposium in Atlanta. That game will be Vanitas, reported on earlier. Next to us, two other games have been commissioned. One by Jason Rohrer and one by Eric Zimmerman and Nathalie Pozzi. We applaud the initiative to [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.bogost.com">Ian Bogost</a> has commissioned us to make a game to be revealed at the <a href="http://arthistoryofgames.com">Art History of Games</a> symposium in Atlanta. That game will be <a href="http://Tale-of-Tales.com/Vanitas">Vanitas</a>, reported on <a href="http://tale-of-tales.com/blog/2010/01/07/our-first-app-coming-soon/">earlier</a>. Next to us, two other games have been commissioned. One by<a href="http://hcsoftware.sourceforge.net/jason-rohrer"> Jason Rohrer</a> and one by <a href="http://www.ericzimmerman.com">Eric Zimmerman</a> and Nathalie Pozzi. We applaud the initiative to commission artsists to create new pieces. Wish it would happen <a href="http://tale-of-tales.com/blog/2009/12/27/the-tragic-failure-of-the-games-industry/">more often</a>.</p>
<p>And if that wasn&#8217;t enough, the 3 day symposium will have presentations by all sorts of interesting speakers: Ian Bogost himself of course, but also Jay David Bolter, Brenda Brathwaite, Jesper Juul, Christoph Kluetsch, <a href="http://tale-of-tales.com/blog/interviews/interview-with-frank-lantz/">Frank Lantz</a>, Henry Lowood, Michael Nitsche, Christiane Paul, <a href="http://tale-of-tales.com/blog/interviews/interview-with-celia-pearce/">Celia Pearce</a>, John Romero, John Sharp and of course the commissioned artists (expect some provocative statements!).</p>
<p>Hope to see you there!</p>
<blockquote><p>Register now for The Art History of Games, a symposium and exhibition jointly organized by SCAD-Atlanta and the Georgia Institute of Technology</p>
<p>February 4-6, 2010<br />
Rich Auditorium at the High Museum of Art<br />
1280 Peachtree St N.E., Atlanta GA 30308</p>
<p>Register at: <a href="http://arthistoryofgames.com/registration">http://arthistoryofgames.com/registration</a></p>
<p>The Art History of Games is a three-day public symposium in which members of the fields of game studies, art history and related areas of cultural studies gather to investigate games as an art form.</p>
<p>Speakers include:</p>
<p>    * John Romero, designer of Doom and co-founder of Gazillion Entertainment<br />
    * Christiane Paul, New School professor and Whitney Museum adjunct curator<br />
    * Jesper Juul, author of A Casual Revolution<br />
    * Brenda Brathwaite, creator of Vanguard Award-winning Train<br />
    * Frank Lantz, designer of Drop7 and Parking Wars<br />
    * And more&#8230;</p>
<p>Attendees are also invited to attend the premiere of three commissioned art games by Jason Rohrer, Tale of Tales, and Nathalie Pozzi and Eric Zimmerman, at Kai Lin Art (800 Peachtree St. N.E.).</p>
<p>Early registration ends Thusday, January 14: $15 for SCAD and Georgia Tech students, $25 for academics and students from other institutions, and $40 for the general public. </p>
<p>Register at: <a href="http://www.arthistoryofgames.com/registration">http://www.arthistoryofgames.com/registration</a></p>
<p>For more information, please visit <a href="http://www.arthistoryofgames.com">http://www.arthistoryofgames.com</a> or contact <a href="mailto:arthistoryofgames@scad.edu">arthistoryofgames@scad.edu</a>.</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/01/12/the-art-history-of-games/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Our first app&#8230; coming soon!</title>
		<link>http://tale-of-tales.com/blog/2010/01/07/our-first-app-coming-soon/</link>
		<comments>http://tale-of-tales.com/blog/2010/01/07/our-first-app-coming-soon/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 16:02:21 +0000</pubDate>
		<dc:creator>Auriea</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Exhibitions]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3688</guid>
		<description><![CDATA[ 
Today we&#8217;ve submitted our first app for iPhone/iPod touch to the Apple app store for approval! Excitement!!
It is called Vanitas.  
Vanitas has been commissioned for The Art History of Games, a public symposium which is taking place February 4th-6th, in Atlanta, Georgia, USA, at the High Museum of Art. Where we will be [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://tale-of-tales.com/blog/gallery/photo/4254293066/vanitas_submitted_to_itunesconnect.html" class="tt-flickr tt-flickr-Medium" title="Vanitas_submitted_to_iTunesConnect"><img class="alignnone" src="http://farm5.static.flickr.com/4006/4254293066_3563501af1_o.jpg" alt="Vanitas_submitted_to_iTunesConnect" width="500" height="215" /></a> </p>
<p>Today we&#8217;ve submitted our first app for iPhone/iPod touch to the Apple app store for approval! <i>Excitement!!</i></p>
<p><b>It is called Vanitas.</b>  </p>
<p><b>Vanitas</b> has been commissioned for <a href="http://www.arthistoryofgames.com/">The Art History of Games</a>, a public symposium which is taking place February 4th-6th, in Atlanta, Georgia, USA, at the <b>High Museum of Art</b>. Where we will be attending and speaking <a href=http://blog.scad.edu/arthistoryofgames/speakers/>among good company</a>. We are one of 3 developers selected to make something on occasion of the event. The other two being Jason Rohrer and Eric Zimmerman. All 3 projects will be at a special exhibition at the <b> Kai Lin Gallery</b> during the conference and for a month afterwards. We&#8217;re planning something special for the gallery &#8230; ;)</p>
<p><b>Vanitas is not a game.</b> Hopefully the approval process won&#8217;t get complicated. It should be available in time for the exhibition opening, then you can find what its all about!</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/01/07/our-first-app-coming-soon/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>My New Year&#8217;s Resolutions</title>
		<link>http://tale-of-tales.com/blog/2010/01/06/my-new-years-resolutions/</link>
		<comments>http://tale-of-tales.com/blog/2010/01/06/my-new-years-resolutions/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 16:13:15 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[Notgames]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Thoughts]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3614</guid>
		<description><![CDATA[1. More Independence
2. Less games
The start of a new decade feels like an appropriate time to get ambitious. Out with the old, in with the new! Not that there&#8217;s going to be any extreme changes around here. My resolutions mostly concern a change in attitude, in philosophy. But, with any luck, they will take us [...]]]></description>
			<content:encoded><![CDATA[<p>1. More Independence<br />
2. Less games</p>
<p>The start of a new decade feels like an appropriate time to get ambitious. Out with the old, in with the new! Not that there&#8217;s going to be any extreme changes around here. My resolutions mostly concern a change in attitude, in philosophy. But, with any luck, they will take us further. And in the right direction.</p>
<p>While these resolutions have been bubbling up for a while, two things were direct triggers: Auriea&#8217;s realisation that her <a href="http://tale-of-tales.com/blog/2009/12/31/aurieas-top-9-games-of-the-decade/">favourite games of the decade</a> are all over 5 years old and our recent visit to the Belgian incarnation of the historical <a href="http://www.playbelgium.be/">Game On exhibition</a> where it became very clear how much more fun the old arcade games are than the new pseudo-narrative shiny next gen titles upon which I had based <a href="http://tale-of-tales.com/blog/2009/12/27/the-tragic-failure-of-the-games-industry/">a lot of my hopes</a>.</p>
<p><BR><B STYLE="font-size:150%">Independence!</B></p>
<p>We don&#8217;t want to make obscure art. This is a big part of the reason why we choose to work with digital media. We don&#8217;t even want to make art per se. We just want to share beautiful moments and elegant thoughts with people who are open to them. And perhaps, in our most audacious daydreams, we&#8217;d hope to make a small contribution to a more harmonious world.</p>
<p>Accessibility is one of the reasons why we don&#8217;t shy away from commerce. Commerce is an efficient way to distribute things in a capitalist system. And thanks to the abundance of the digital, we can sell our work very cheaply. But commerce also has a way of confusing an artist, of holding you back. Commerce forces you to think about seduction -even when it&#8217;s not appropriate- and to favour projects with commercial potential over others that might be more relevant artistically. We like our work to be accessible. But we want that to be an artistic choice and not an economic requirement.</p>
<p>We&#8217;re not very good at commerce anyway. We don&#8217;t have clever business minds. And our work is just a bit too far away from the ordinary to appeal to people who do. But above all, thinking about commerce -however exciting it may sometimes be- always ends in bogging us down, to slowing us down, to depressing us.</p>
<p>I want us to become less dependent. Less dependent on money, less dependent on success, less dependent on quantity. And focus exclusively on quality. This <em>includes</em> improving the accessibility of our work! While commercial pressure may motivate one to lower the threshold of their productions, it only does so towards a specific target audience, effectively locking everyone else out. It would be possible to optimize our work to be very accessible for hardcore gamers. But at the expensive of other people we might also want to communicate with. We want our work to be more widely accessible. We don&#8217;t want to depend on any specific niche.</p>
<p>None of this leads to any radical decisions. This is just a resolution that can guide us when making future decisions. As of now, I want to focus on self-sufficiency. And favour non-profit or break-even operations over commercial ones. Or even figure out ways to make losing money bearable. It&#8217;s ok if that means working on smaller projects. As long as they are &#8220;big on the inside&#8221;.</p>
<p><BR><B STYLE="font-size:150%">Games over</B></p>
<p>This year, I&#8217;m going to care less about games. And as a result, I will probably enjoy them more.</p>
<p>I give up.<br />
I give up on my hopes for videogames to become a valid cultural medium.<br />
I&#8217;ve been fighting very hard. I&#8217;ve been putting my money where my mouth is. For several years already. Almost a decade.</p>
<p>But the games industry is merrily traveling in the opposite direction. Videogames are not changing anymore. They seem to have lost that capacity. Sure, the technology still evolves, so everything gets more shiny. But this is not leading to any sort of evolution, let alone the required revolution. The desire is simply not there.</p>
<p>Because videogames are happy just as they are. The videogame culture is extremely pleased with itself. A few years ago, people were still complaining about &#8220;sequelitis&#8221;. No everybody merrily plays Hip Shootgame #13 and Cool Jumpgame #26, with no objections. On the contrary! Everybody gets very solemn and deep when yet another war simulator hits the shelves. Only to forget it within the first week of release.</p>
<p>Gamers, publishers, journalists are all very happy! Who am I to spoil their fun? If they feel comfortable in a juvenile ghetto that is irrelevant to culture, good for them. I&#8217;m out of here.</p>
<p>Maybe this is another incarnation of my desire for independence: I want to be independent from the games industry. <em>And</em> from the games format.</p>
<p>Games are fun. Let them be fun. And let&#8217;s do something else, when we want to be serious. Let&#8217;s focus on <strong>interactive entertainment that is <em>not</em> games</strong> (let&#8217;s call them &#8220;notgames&#8221; for now :) ). With a technology that is so versatile and powerful, why should we limit our productions and enjoyment to the single format of games, a format that has been around for centuries and doesn&#8217;t even need computers to exist?</p>
<p>I realize that it has always been our mission at Tale of Tales to explore the potential of the interactive medium. But so far, this has happened in some form of conflict with videogames, based on our misguided belief that videogames had potential to grow, to grow into a medium (which, believe it our not, still seemed possible only 5 years ago). Simply letting go of the connection, will make our job a lot easier as it will help us explore with far less constraints. Leaving behind the idea that we&#8217;re making a game, opens up a world of creative possibilities!</p>
<p><BR><B STYLE="font-size:150%">Notgames</B></p>
<p>But more than that, I want to <strong>stimulate research and development of <em>notgames</em></strong>. Instead of continuously having senseless arguments with game fans, developers and theorists, I want to gather together the brightest ideas concerning non-game interactive entertainment. Without the noise and the distractions. Maybe we&#8217;ll start a <strong>blog</strong> about the subject, with news, essays, opinion pieces, debates. A place where ideas can be explored and shared and discussed. I would also like to <strong>commission</strong> designers and artists to make new non-game interactive projects. Maybe there can be a <strong>competition</strong> like those ubiquitous game making competitions, but about making interactive entertainment that is <em>not</em> games -far more exciting and certainly a much larger area to explore. And finally, I&#8217;m looking into the possibility of starting a sort of <strong>label</strong> -like a record label- to publish and distribute <em>notgames</em>.</p>
<p>If you would like to contribute to any of this, please post a comment or send email.</p>
<p><em>Happy New Year! :)</em></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/01/06/my-new-years-resolutions/feed/</wfw:commentRss>
		<slash:comments>93</slash:comments>
		</item>
		<item>
		<title>A new generation in The Endless Forest</title>
		<link>http://tale-of-tales.com/blog/2010/01/05/a-new-generation-in-the-endless-forest/</link>
		<comments>http://tale-of-tales.com/blog/2010/01/05/a-new-generation-in-the-endless-forest/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 09:08:57 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[History]]></category>
		<category><![CDATA[The Endless Forest]]></category>
		<category><![CDATA[Version History]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3650</guid>
		<description><![CDATA[When we hit the 50,000 registered players mark, we didn&#8217;t realize how close we were to running out of names for our deer. If that&#8217;s not a nice testament to how two people who know next to nothing about mathematics can still make complicated computer software, I don&#8217;t know what is. ;)

Behold the new generation [...]]]></description>
			<content:encoded><![CDATA[<p>When we <a href="http://tale-of-tales.com/blog/2009/12/08/50-thousand-deer-in-one-forest/">hit the 50,000 registered players mark</a>, we didn&#8217;t realize how close we were to running out of names for our deer. If that&#8217;s not a nice testament to how two people who know next to nothing about mathematics can still make complicated computer software, I don&#8217;t know what is. ;)</p>
<p><a href="http://Tale-of-Tales.com/TheEndlessForest"><img src="http://Tale-of-Tales.com/blog/media/TEF_SecondGenerationPictograms.jpg" alt="New Deer Names" /></a></p>
<p><em>Behold the new generation of deer names in version 3.31 of The Endless Forest.<br />
Good for another 50,000 players!</em></p>
<p>When we designed The Endless Forest, we wanted to avoid language as much as possible. First of all because language puts a barrier between people, and we wanted The Endless Forest to be harmonious. Secondly, we wanted to avoid violence and competitive behaviour as much as possible. Language is often used in multiplayer games for insults and other out of character behaviour. So we decided to have no chat in our game. And we came up with the idea of using abstract symbols instead of text-based names to identify players. These symbols are easy enough to memorize to recognize your friends and still disconnected from the humans behind the avatar sufficiently, to encourage spontaneous playing together with total strangers.</p>
<p><img src="http://misskelly.typepad.com/photos/uncategorized/vision_de_st_hubet.jpg" alt="The Vision of Saint Hubert" ALIGN="left" STYLE="margin-right:8px;" /> The symbols are made up of a limited range of elements that are combined to form pictograms. Players can choose a pictogram for their deer when they register for the game. when they login, this pictogram appears above the head of the deer avatar (in a reference to the legend of Saint Hubert, who was converted to Christianity after encountering a deer with a crucifix between its antlers).</p>
<p>Since the amount of elements from which pictograms are composed, is limited, however, there are only a limited amount of unique pictograms. And we ran into that limit last month. So we closed registration for a while and created a new pictogram &#8220;alphabet&#8221;.</p>
<p>This solution was part of the original design of the game. To create generations of pictograms, which would contribute to the story of The Endless Forest. First generation deer will be older (wiser, more experienced, etc) than second generation deer. And so on.</p>
<p>You can name your deer <A HREF="http://Tale-of-Tales.com/TheEndlessForest/register.html">here</A>.<br />
Please note that you&#8217;ll need the very latest version of The Endless Forest to see the new pictograms (version 3.31). You can download it <A HREF="http://Tale-of-Tales.com/TheEndlessForest/download.html">here</A>.</p>
<p><em>The Endless Forest is free thanks to the continuous support of the <a href="http://www.mudam.lu/">Musée d&#8217;Art Moderne Grand-Duc Jean in Luxembourg</a>. Registration is not required to play the game (it just makes it more fun).</em></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/01/05/a-new-generation-in-the-endless-forest/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>IGF official selection</title>
		<link>http://tale-of-tales.com/blog/2010/01/04/igf-official-selection/</link>
		<comments>http://tale-of-tales.com/blog/2010/01/04/igf-official-selection/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 15:28:47 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3617</guid>
		<description><![CDATA[The shortlist for the Independent Games Festival has been revealed. The good news is that our entry FATALE was not selected and so we don&#8217;t have to go through Homeland Security Fun Park  San Francisco in Spring. The bad news is that the selection is rather&#8230; boring? Only a few noteworthy games were selected. [...]]]></description>
			<content:encoded><![CDATA[<p>The shortlist for the Independent Games Festival has been <a href="http://www.igf.com/02finalists.html">revealed</a>. The good news is that our entry <a href="http://Tale-of-Tales.com/Fatale">FATALE</a> was not selected and so we don&#8217;t have to go <del datetime="2010-01-04T15:17:40+00:00">through Homeland Security Fun Park</del>  <a href="http://gdconf.com">San Francisco</a> in Spring. The bad news is that the selection is rather&#8230; boring? Only a few <a href="http://tale-of-tales.com/blog/2009/12/30/my-selection-for-the-igf/">noteworthy</a> games were selected. I guess this confirms Derek Yu&#8217;s <a href="http://tigsource.com/articles/2009/12/31/the-niner-in-review">observation</a> that 2009 was a slow year for indie games. Good thing my New Year&#8217;s Resolution includes a goodbye to games (*). Otherwise, I think I&#8217;d be sort of&#8230; upset?</p>
<p><em>(*) <a href="http://tale-of-tales.com/blog/2010/01/06/my-new-years-resolutions/">blog post to follow soon</a></em></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2010/01/04/igf-official-selection/feed/</wfw:commentRss>
		<slash:comments>26</slash:comments>
		</item>
		<item>
		<title>Auriea&#8217;s Top 9 Games of the Decade</title>
		<link>http://tale-of-tales.com/blog/2009/12/31/aurieas-top-9-games-of-the-decade/</link>
		<comments>http://tale-of-tales.com/blog/2009/12/31/aurieas-top-9-games-of-the-decade/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 08:09:07 +0000</pubDate>
		<dc:creator>Auriea</dc:creator>
				<category><![CDATA[Senses]]></category>
		<category><![CDATA[Thoughts]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3421</guid>
		<description><![CDATA[Decided to take the difficult step of listing what I feel were my most worthwhile gaming experiences of the past 10 years. (Inspired by the top 12 list compiled by Gamasutra)
All the games on this list had to fit several criteria: a) I had to have played it all the way through. Indeed, most of [...]]]></description>
			<content:encoded><![CDATA[<p>Decided to take the difficult step of listing what I feel were my most worthwhile gaming experiences of the past 10 years. (Inspired by the <a href=http://www.gamasutra.com/view/news/26650/Gamasutra_Debuts_Top_12_Games_Of_Decade.php>top 12 list compiled by Gamasutra</a>)<br />
All the games on this list had to fit several criteria: a) I had to have played it all the way through. Indeed, most of these I&#8217;ve played multiple times. b) They had to have changed my life in some way. Either  in the &#8220;ah, I wish I could make that&#8221; inspirational kind of way. Or by virtue of having added some meaning to my existence and stuck with me even though I played them long ago&#8230; (games can do that.) So&#8230;</p>
<p><b>10. <a href=http://en.wikipedia.org/wiki/Neverwinter_nights>Neverwinter Nights</a> (played 2002-2004)</b><br />
The only RPG in 10 years that I&#8217;ve played all the way through, multiple times, obsessively. (And all the official expansion packs, plus many adventures that were created in the player community.) I got very involved with this game. I became fascinated by how it was made, the character design, how the authoring tools worked, how its multiplayer worked. I guess this was the first game-with-an-editor I really looked to for insight of how big games are put together. The minimal GUI, that right click radial menu, sweet design decisions. NWN and <a href=http://en.wikipedia.org/wiki/A_Tale_in_the_Desert>A Tale in The Desert</a> were big for me in imagining how navigation could work for The Endless Forest.<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/X__2lBkB0MA&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/X__2lBkB0MA&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p><b>9. <a href=http://en.wikipedia.org/wiki/Shadow_of_memories>Shadow of Memories</a> (played 2001)</b><br />
A &#8220;choose your own adventure&#8221; type story with the character going backwards and forwards through time to figure out his own murder. One of the more complex plots of any game I played the last 10 years, actually. One of the only games I&#8217;ve ever played multiple times just to find out what all the alternate endings were. I wish there were more games like THIS&#8230; now, today, with contemporary graphics and less cut scenes. sigh.<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/kS20WBpWc6o&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/kS20WBpWc6o&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p><b>8. <a href=http://en.wikipedia.org/wiki/Kessen_II>Kessen II</a> (played 2002)</b><br />
At the time I was totally blown away by the aesthetics of this one. Kind of a cheesy plot (even if it is _based on Romance of the Three Kingdoms) but still, very engaging. I remember that I loved the over the top character design and the magic effects when spellcasting. I wanted to think up a game that needed such elaborate stuff as that! And while it is an RTS, it wasn&#8217;t so very much of an RTS to turn me off. I enjoyed winning the game and then starting it over playing from the &#8220;bad guy&#8221; point of view. But yeah, for me it was all about the particle effects!<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/SUIRTRREsI8&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/SUIRTRREsI8&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p><b>7. there is no number 7. I WOULD put <a href=http://en.wikipedia.org/wiki/The_Path_(video_game)>The Path</a> here&#8230; but that would just be weird ;) &#8230; Gotta admit though, I love it best and the game changed my life more than any other&#8230;</b></p>
<p><b>6. <a href=http://en.wikipedia.org/wiki/Silent_Hill_3>Silent Hill 3</a> (played 2003)</b><br />
SH3 was one of those games I anticipated for months, scouring game sites for screenshots and shaky conference videos. Every time I found something new, it showed me how beautiful game graphics could be. Amazing character design and even the plot worked&#8230; maybe a bit too much. The main character of Heather was truly unique. A teenage girl. The soundtrack was absolutely perfect blend of mall pop and creepy Yamaoka standards. I credit this game with, what is for me, the scariest and eeriest put-down-the-controller-and-back-away moment in gaming. (I&#8217;m not gonna spoil it for you&#8230; have a &#8220;Making of&#8221; video instead.)<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/7f6EWqCscyc&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/7f6EWqCscyc&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p><b>5. <a href=http://en.wikipedia.org/wiki/Black_%26_White_(video_game)>Black &#038; White</a> (played 2001-2002)</b><br />
Peter Molyneux is an idiot for having listened to critics of this game. It is the most amazing game he has ever made. He had such an awe-inspiring team of programers and the freedom to execute some unique ideas! For all the flaws, it&#8217;s a work of genius. I lost entire days! Lost in being a god over those little worlds. The zooming in to see the tiny details and then backing out and being the master of all I surveyed! Training my animal to mimic me. Miracles! No other game swept me away like that. And you bet it influenced us a wee bit when making the ABIOGENESIS feature in The Endless Forest. Biggest disappointment of the decade was when Black &#038; White 2 turned out to be completely different and more of an RTS than a god game.<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/ErOfpyiJvbk&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ErOfpyiJvbk&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p><b>4. <a href=http://en.wikipedia.org/wiki/Fatal_Frame_II:_Crimson_Butterfly>Fatal Frame II: Crimson Butterfly</a> (played 2004)</b><br />
ah man&#8230; I just love love lovelove love this game <3 <3 <3<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/Ns1aHIcyRNg&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Ns1aHIcyRNg&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p><b>3. <a href=http://en.wikipedia.org/wiki/Animal_crossing>Animal Crossing</a> (played 2004-ongoing)</b><br />
The whole family played this game for a solid year on Gamecube. It was the must-have reason I bought a Nintendo DS. We got it for the Wii and it is STILL the only game we play with any regularity. Relaxing, bonding, creative. I admire it for actually trying to trigger nostalgia, and succeeding! Memories of my AC town on a sunny fall afternoon with the cicadas chirping and I, at the waterfall, fishing for Coelacanth&#8230; If we ever make a simulation game, this will be the reason why.<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/47Wwiuct594&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/47Wwiuct594&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p><b>2. <a href=http://en.wikipedia.org/wiki/Silent_Hill_2>Silent Hill 2</a> (played 2001)</b><br />
I can credit this game as the reason why when Michael suggested we should try our hand at making video games, I said YES absolutely. Before playing SH2 I had no idea a game could get to me like that. SH2 didn&#8217;t seem to make any concessions; confusing, ruthless, imperfect. I wanted to make something like that. YES.<br />
This, is my #1 favorite cutscene in any game, ever.<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/eyaLoaUbExk&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/eyaLoaUbExk&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p><b>1. <a href=http://en.wikipedia.org/wiki/Ico>Ico</a> (played 2002)</b><br />
We were working on the scenario of 8 and making the first demos. Michael found a news item on some game site about Ico. We were astounded at the description, in that it had a lot in common with our designs for 8. We kept the game on our radar and bought it the day it came out. Like no other game played this decade, with Ico I was moved, I was inspired to tears of joy and sorrow. If you ask me, THIS is Fumito Ueda&#8217;s masterpiece. When seeing a character&#8217;s idle motion carries with it so much meaning. When I long to go back to the sundrenched grassy knoll just to chase the birds. To hold Yorda&#8217;s hand, listen to the waterfall and stare at the view. When I cannot wait to meet the &#8220;boss&#8221; because I know it is the coolest moment in the game. It has to be my favorite game of the decade.<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/Lp_7A0_sAGM&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Lp_7A0_sAGM&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p>Now look at this list.<br />
Isn&#8217;t it odd that the games I loved most were all in the years 2001-2004. And nothing after 2004.<br />
I guess the &#8220;Next Gen&#8221; has been a total disaster for the gamer in me. There has not been one game that&#8217;s really done it for me since 2004! A few have tried to worm their way under my skin. I could list the short stint I did in Guild Wars or the myriad DS games I played (like the Phoenix Wright series or Osu! Tatakae! Ouendan!) that I thoroughly enjoyed. I regret that I couldn&#8217;t play Portal&#8230; I bet I would have liked that one. I&#8217;ve played some great indie games lately too. And on PS3 there&#8217;s been smaller games like flOw and Flower, and <b>my Game of The Year is Noby Noby Boy.</b> That one, yes, I found it refreshing!<br />
<center><object width="320" height="265"><param name="movie" value="http://www.youtube.com/v/h0S8aSq29-o&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/h0S8aSq29-o&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="320" height="265"></embed></object></center></p>
<p>Perhaps I&#8217;ve gotten harder to please as I get more analytical about what goes on in the industry or maybe it&#8217;s, as Michael believes, that creativity has lost ground to technology and pandering for cash. I have gotten older, my interests have changed, I am busier maybe. Loads of reasons why I have not found the joy in many games lately&#8230;. still its too bad. I miss the good old days.</p>
<p>Six of these years we&#8217;ve been making games, hardly a surprise that I had more fun with games before it became my &#8220;job&#8221; so to speak. I guess because I could take things more for granted, and everything seemed so much more like magic. I&#8217;m of course hoping that in this shiny new decade I will find games that have that certain something, and I can game, once again, like its 2002.</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2009/12/31/aurieas-top-9-games-of-the-decade/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>My selection for the IGF</title>
		<link>http://tale-of-tales.com/blog/2009/12/30/my-selection-for-the-igf/</link>
		<comments>http://tale-of-tales.com/blog/2009/12/30/my-selection-for-the-igf/#comments</comments>
		<pubDate>Wed, 30 Dec 2009 13:49:47 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3478</guid>
		<description><![CDATA[
Our invitation to judge in the Independent Games Festival was withdrawn when we said we were submitting an entry ourselves. As it turns out, that was probably a smart move. Because when I had a look at each of the 301 entries in the festival, I couldn&#8217;t resist the urge to compare them with our [...]]]></description>
			<content:encoded><![CDATA[<p><TABLE CELLPADDING=0 CELLSPACING=0 BORDER=0 STYLE="margin-bottom:30;"><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=194"><img src="http://www.gamasutra.com/db_area/images/igf/FATALE/screenshot.jpg" alt="FATALE" STYLE="border-width:1px;" WIDTH=150 /></a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=194"><img src="http://www.gamasutra.com/db_area/images/igf/FATALE/screenshot.jpg" alt="FATALE" STYLE="border-width:1px;" WIDTH=150 /></a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=194"><img src="http://www.gamasutra.com/db_area/images/igf/FATALE/screenshot.jpg" alt="FATALE" STYLE="border-width:1px;" WIDTH=150 /></a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=194"><img src="http://www.gamasutra.com/db_area/images/igf/FATALE/screenshot.jpg" alt="FATALE" STYLE="border-width:1px;" WIDTH=150 /></a></TD></TABLE></p>
<p>Our invitation to judge in the <a href="http://www.igf.com">Independent Games Festival</a> was withdrawn when we said we were <a href="http://www.igf.com/php-bin/entry2010.php?id=194">submitting an entry ourselves</a>. As it turns out, that was probably a smart move. Because when I had a look at each of the <a href="http://www.igf.com/php-bin/entries2010.php">301 entries</a> in the festival, I couldn&#8217;t resist the urge to compare them with our own. And, frankly, <a href="http://Tale-of-Tales.com/Fatale">FATALE</a> beats them all, in every category. :) This is why I have only selected <strong>4 games</strong> for each prize in the festival. The fifth game -and clear winner- of each category is our own <a href="http://Tale-of-Tales.com/Fatale">FATALE</a>. I&#8217;m sorry, I just can&#8217;t be objective about this. :)</p>
<p>I have based my selection on the information available on the IGF website, the game developers&#8217; own websites, videos and screenshots. I have played demos and games when they were publicly available. But I must admit that some of my choices were based on very little data. So I reserve a margin of error. I could have missed a really great project. And I could have included a rather lousy one. Apologies ahead of time.</p>
<p>Apart from simply choosing the most interesting projects in each category, I have tried to limit the amount of overlap between the different categories. Which wasn&#8217;t always easy because interesting entries tend to be good in several categories simultaneously. <del datetime="2009-12-29T18:17:46+00:00">such as our own wonderful <a href="http://Tale-of-Tales.com/Fatale">FATALE</a>, for instance</del></p>
<p><em>Despite of the high quality of some, I have rejected games created by <del datetime="2009-12-30T13:23:13+00:00">DigiPen</del> students because I don&#8217;t consider them serious contenders. The IGF has a <a href="http://www.igf.com/php-bin/entries2010_student.php">separate competition for student work</a>. I hope they use this category in the future.</em></p>
<p><TABLE CELLPADDING=0 CELLSPACING=0 BORDER=0 STYLE="margin-bottom:0;"><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;"><br />
<strong>Seumas McNally Grand Prize</strong></p>
<p></TD></TR><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=97"><img src="http://www.gamasutra.com/db_area/images/igf/Windosill/screenshot.jpg" alt="Windosill" STYLE="border-width:1px;" WIDTH=150 /><br />
Windosill</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=320"><img src="http://www.gamasutra.com/db_area/images/igf/Fig._8/screenshot.jpg" alt="Fig. 8" STYLE="border-width:1px;" WIDTH=150 /><br />
Fig. 8</a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=88"><img src="http://www.gamasutra.com/db_area/images/igf/Amnesia:_The_dark_descent/screenshot.jpg" alt="Amnesia" STYLE="border-width:1px;" WIDTH=150 /><br />
Amnesia: The dark descent</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=176"><img src="http://www.gamasutra.com/db_area/images/igf/TRAUMA/screenshot.jpg" alt="TRAUMA" STYLE="border-width:1px;" WIDTH=150 /><br />
TRAUMA</A></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;color:black;"></p>
<p>I make no secret about the fact that the thing I like most about the games industry is <del datetime="2009-12-29T17:30:33+00:00">its girlfriend</del> its potential. There are many videogames that are fine games as such, even on the independent scene. If you want to play a game, there&#8217;s an enormous amount on offer. But I know this computer of ours can do a lot more. I even believe that it can bring us a new medium, a medium as relevant and important to our times as cinema was to the previous century and printing to the centuries before. But the developers who strive for such greatness are few and far between. Even on the independent scene, where one would expect them in larger numbers than in the so-called mainstream industry.</p>
<p>If I had to make an <em>absolute</em> judgment, I&#8217;d probably send each and every game in the IGF back to the drawing board (including our own amazing <a href="http://Tale-of-Tales.com/Fatale">FATALE</a>). Luckily I can suffice with a <em>relative</em> selection. So I have chosen games that give me <strong>hope for the future of the medium</strong>. Games that are ambitious, that try to explore interesting terrain and/or allow us to do so while playing.</p>
<p><em>Windosill</em> brings back fond memories of computer-based entertainment&#8217;s early days, when an interactive piece could just be called a &#8220;CD Rom&#8221; instead of getting labeled &#8220;GAME&#8221;. I think we could do much worse than reconnect with that time and pick up what was so rudely interrupted: playful interaction without the need to compete or achieve. <em>Fig. 8</em> is equally whimsical but more challenging. But its challenge reminds of the real-world challenge of trying to ride a bicycle as a child, so it feels a lot more natural than in most games. It&#8217;s also a wonderful illustration of how a videogame can simply be a journey. <em>Amnesia: The dark descent</em> is probably the most ambitious game in the festival. Its scope and aesthetic rival -and exceed- many of the productions in the commercial industry, even. This is the kind of game I would like to see more of on the independent scene: uncompromising exploration of the narrative potential of high tech. <em>Trauma</em> re-invents the idea of an interactive movie in a spectacular and exciting way. It combines an intuitive and beautiful control system with an intimate engaging story (expressed by means of superb voice acting).</p>
<p></TD></TR><TR><TD></p>
<p></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;"><br />
<strong>Excellence In Visual Art</strong></p>
<p></TD></TR><TR><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=202"><img src="http://www.gamasutra.com/db_area/images/igf/LIMBO/screenshot.jpg" alt="LIMBO" STYLE="border-width:1px;" WIDTH=150 /><br />
LIMBO</a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=349"><img src="http://www.gamasutra.com/db_area/images/igf/A_New_Zero/screenshot.jpg" alt="A New Zero" STYLE="border-width:1px;" WIDTH=150 /><br />
A New Zero</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=163"><img src="http://www.gamasutra.com/db_area/images/igf/Saturated_Dreamers/screenshot.jpg" alt="Saturated Dreamers" STYLE="border-width:1px;" WIDTH=150 /><br />
Saturated Dreamers</a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=131"><img src="http://www.gamasutra.com/db_area/images/igf/DOPPELSCOPE/screenshot.jpg" alt="DOPPELSCOPE" STYLE="border-width:1px;" WIDTH=150 /><br />
DOPPELSCOPE</A></TD></TR></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;color:black;"></p>
<p>I was pleasantly surprised by the care that independent developers are starting to put in the aesthetic presentation of their games. The &#8220;faux amateur&#8221; style seems to no longer be a badge of honour. Good riddance, too. Because there&#8217;s a lot of work to be done.</p>
<p>I was also glad to see that, next to some excellent examples of traditional 3D aesthetics, several developers are starting to explore real-time 3D aesthetics in an experimental way. In <em>A New Zero</em> all shapes are reduced to their bare minimum covered with a seductive colour palette, that can almost make you forget you&#8217;re playing a relatively banal war game. <em>Doppelscope</em> adds to its simplification of shapes a new kind of sensory experience that affects the entire environment and doesn&#8217;t shy away from a bit of glossy spectacle here and there. Many entries in this year&#8217;s festival feature silhouettes as their main graphical element. But aesthetically, <em>Limbo</em>, is the superior game of the entire lot. <em>Saturated Dreamers</em> surprised me. The characters that seem to carry the story are naive art at best, and actual typography has been carefully avoided, but the playing reveals an interesting generative canvas of unlikely combinations of shapes and colours. I like the aesthetic connection it suggests between computer-based geometry and walllpaper and textile patterns.</TD></TR><TR><TD></p>
<p></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;"><br />
<strong>Excellence In Audio</strong></p>
<p></TD></TR><TR><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=214"><img src="http://www.gamasutra.com/db_area/images/igf/Broken_Brothers/screenshot.jpg" alt="Broken Brothers" STYLE="border-width:1px;" WIDTH=150 /><br />
Broken Brothers</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=256"><img src="http://www.gamasutra.com/db_area/images/igf/Demonica/screenshot.jpg" alt="Demonica" STYLE="border-width:1px;" WIDTH=150 /><br />
Demonica</a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=131"><img src="http://www.gamasutra.com/db_area/images/igf/DOPPELSCOPE/screenshot.jpg" alt="DOPPELSCOPE" STYLE="border-width:1px;" WIDTH=150 /><br />
DOPPELSCOPE</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=89"><img src="http://www.gamasutra.com/db_area/images/igf/microsia_-_molecular_tunes/screenshot.jpg" alt="microsia - molecular tunes" STYLE="border-width:1px;" WIDTH=150 /><br />
microsia &#8211; molecular tunes</a></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;color:black;"></p>
<p>I was not very impressed with the sound in most entries this year. Sound still seems to be very much an afterthought for most independent developers. Which is a real shame, considering how powerful its effect can be on the player.</p>
<p>There&#8217;s a lot of music games out there. Many use the music to structure simple gameplay (last year&#8217;s audio category winner <em>Audio Surf</em> seems to have influenced a lot of designers) and others allow you to create some kind of music-like soundscape through interaction. <em>Microsia</em> stands out by successfully combining amusing interaction with actual composition. <em>Broken Brothers</em> didn&#8217;t fall into the tired trap of adding soft piano music to a war game but opted for a menacing oppressive soundtrack through minimal and almost humoristic means on top of melancholic music that actually helps you concentrate on your strategies of destruction rather than making you feel oh so bad about killing the enemy. <em>Demonica</em>&#8217;s musical wall of sound is probably the most atmospheric entry in the festival. <em>Doppelscope</em> confronts electronic sounds with human interaction in analogy with how it expresses its theme of nature preservation through a very synthetic stylized look. Makes playing with computers feel hip again, without the need to resort to retro aesthetics.<br />
</TD></TR><TR><TD></p>
<p></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;"><br />
<strong>Excellence in Design</strong></p>
<p></TD></TR><TR><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=97"><img src="http://www.gamasutra.com/db_area/images/igf/Windosill/screenshot.jpg" alt="Windosill" STYLE="border-width:1px;" WIDTH=150 /><br />
Windosill</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=67"><img src="http://www.gamasutra.com/db_area/images/igf/Dangerous_High_School_Girls_in/screenshot.jpg" alt="Dangerous High School Girls in Trouble!" STYLE="border-width:1px;" WIDTH=150 /><br />
Dangerous High School Girls in Trouble!</a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=147"><img src="http://www.gamasutra.com/db_area/images/igf/Constellation/screenshot.jpg" alt="Constellation" STYLE="border-width:1px;" WIDTH=150 /><br />
Constellation</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=279"><img src="http://www.gamasutra.com/db_area/images/igf/Galcon_Fusion/screenshot.jpg" alt="Galcon Fusion" STYLE="border-width:1px;" WIDTH=150 /><br />
Galcon Fusion</a></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;color:black;"></p>
<p>I don&#8217;t think videogames need to be games as such. But for this category, I selected videogames that I find well designed as games in the strict sense of the word. The fact that two of them are dressed up as space conquest games only illustrates how irrelevant story and meaning are when it comes to pure game design. Both <em>Galcon</em> and <em>Constellation</em> are wonderfully simple-yet-complex systems that are fascinating to interact with. <em>Dangerous High School Girls in Trouble!</em> does have a story. Quite an extensive one, even. But it feels so much like a board game that I couldn&#8217;t resist putting it in this category. <em>Windosill</em> is probably the only game I selected for this category that is undisputedly at home on the computer. And in an irresistibly charming way at that. Games this playful are too rare.<br />
</TD></TR><TR><TD></p>
<p></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;"><br />
<strong>Nuovo Award</strong></p>
<p></TD></TR><TR><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=310"><img src="http://www.gamasutra.com/db_area/images/igf/LoseLose/screenshot.jpg" alt="Lose/Lose" STYLE="border-width:1px;" WIDTH=150 /><br />
Lose/Lose</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=253"><img src="http://www.gamasutra.com/db_area/images/igf/hell_is_other_people/screenshot.jpg" alt="hell is other people" STYLE="border-width:1px;" WIDTH=150 /><br />
hell is other people</a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=115"><img src="http://www.gamasutra.com/db_area/images/igf/Wait/screenshot.jpg" alt="Wait" STYLE="border-width:1px;" WIDTH=150 /><br />
Wait</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=313"><img src="http://www.gamasutra.com/db_area/images/igf/A_Slow_Year/screenshot.jpg" alt="A Slow Year" STYLE="border-width:1px;" WIDTH=150 /><br />
A Slow Year</a></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;color:black;"></p>
<p>I&#8217;m considering this category as the place for art works. Not necessarily &#8220;art games&#8221; but simply artistic pieces that use game concepts or technology. <em>Lose/Lose</em> reminds me a lot of the some of the net.art of the 90s <a href="http://e8z.org">we</a> used to be involved in, especially the work of <A HREF="http://jodi.org">Jodi</A>. I may not be the world&#8217;s greatest fan of modern art, but I like seeing it become part of independent game development. If only because game distribution would offer media artists an alternative venue for showing their work. A venue that is more appropriate for the digital medium, in my opinion. The other games are more interesting as experiences, rather than simple conceptual statements. There&#8217;s something very melancholic about playing with people who have been playing before you but are not at the moment (<em>hell is other people</em>). <em>Wait</em> may be ugly but it has a very inspiring game mechanic (which is rare in indie games). And <em>A Slow Year</em> simply appeals to me because of its references to traditional painting and the link that it makes between nature and machines.<br />
</TD></TR><TR><TD></p>
<p></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;"><br />
<strong>Technical Excellence</strong></p>
<p></TD></TR><TR><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=40"><img src="http://www.gamasutra.com/db_area/images/igf/Heroes_of_Newerth/screenshot.jpg" alt="Heroes of Newerth" STYLE="border-width:1px;" WIDTH=150 /><br />
Heroes of Newerth</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=88"><img src="http://www.gamasutra.com/db_area/images/igf/Amnesia:_The_dark_descent/screenshot.jpg" alt="Amnesia" STYLE="border-width:1px;" WIDTH=150 /><br />
Amnesia: The dark descent</A></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=236"><img src="http://www.gamasutra.com/db_area/images/igf/HurricaneX2/screenshot.jpg" alt="HurricaneX2" STYLE="border-width:1px;" WIDTH=150 /><br />
HurricaneX2</a></TD><TD ALIGN="left" VALIGN="top" STYLE="padding:0;"><a href="http://www.igf.com/php-bin/entry2010.php?id=60"><img src="http://www.gamasutra.com/db_area/images/igf/7_Nights/screenshot.jpg" alt="7 Nights" STYLE="border-width:1px;" WIDTH=150 /><br />
7 Nights</a></TD></TR><TR><TD COLSPAN=4 ALIGN="left" STYLE="padding:0;color:black;"></p>
<p>All videogames are small miracles. Contrary to popular belief, computer hardware is still incredibly slow, unwieldy and inaccessible. But of all software that one can make with a computer, real-time 3D games must be the most complicated and technically impressive. There&#8217;s a tendency on the independent developers scene to look down on 3D games. But I think that&#8217;s just a self defense reflex that should not impair our judgment.<br />
With the exception of <em>Amnesia: The dark descent</em>, none of the games I selected in this category are games that I would play myself. But I want to pay tribute to the effort that the developers are doing to, independently, create such technically ambitious projects. Hopefully their work encourages other indie developers and artists not to shy away in their comfortable flat platformer and shooter zones.<br />
</TD></TR></TABLE></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2009/12/30/my-selection-for-the-igf/feed/</wfw:commentRss>
		<slash:comments>25</slash:comments>
		</item>
		<item>
		<title>A bad year for dreams</title>
		<link>http://tale-of-tales.com/blog/2009/12/27/the-tragic-failure-of-the-games-industry/</link>
		<comments>http://tale-of-tales.com/blog/2009/12/27/the-tragic-failure-of-the-games-industry/#comments</comments>
		<pubDate>Sun, 27 Dec 2009 22:29:04 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Thoughts]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3403</guid>
		<description><![CDATA[2009 Was another triumphant year for the Wii and DS. Nintendo has successfully introduced the general public to playing games on computer hardware. But this is far from a triumph for the medium of videogames.

Source: VGChartz
People like playing games
Nintendo didn&#8217;t do much. But they were smart about it. Rather than trying to start a revolution [...]]]></description>
			<content:encoded><![CDATA[<p>2009 Was another triumphant year for the Wii and DS. Nintendo has successfully introduced the general public to playing games on computer hardware. But this is far from a triumph for the medium of videogames.</p>
<p><img src="http://Tale-of-Tales.com/blog/media/game_hardware_sales-FAIL.jpg" alt="Refusing to grow up keeps you small" STYLE="border:none" /><br />
<SPAN CLASS="credit">Source: <a href="http://www.vgchartz.com/">VGChartz</a></SPAN></p>
<p><BR><B STYLE="font-size:150%">People like playing games</B></p>
<p>Nintendo didn&#8217;t do much. But they were smart about it. Rather than trying to start a revolution with a brand new medium, they had a good look at the way people play today and made digital versions of those activities. They basically made it possible for people to play the kinds of games they were already enjoying, on their television sets.</p>
<p>Some may celebrate this as the breakthrough of videogames into the mainstream. I don&#8217;t. I hope this is just a temporary setback in the evolution of the medium. I&#8217;m not a big fan of huge corporations, but I do share, to some extent, the dreams that Sony and Microsoft have about the interactive medium. With them, I see videogames as the great new art form of the new century. Videogames as the cinema, television and pop music of the young millennium.</p>
<p>It&#8217;s not about getting as many people as possible to play games (they were already playing games, have been doing that since the dawn of time, there&#8217;s nothing new here). It&#8217;s about giving our times, our cultures a medium that we can find ourselves in, that we can express ourselves in. A medium that can help us understand our world, and that can help define it. Just as literature and cinema have done in the past.</p>
<p>Nintendo does not share this dream. They never have. Mario and Zelda and Pokemon are nothing like Scarlett O&#8217;Hara, Jean-Luc Picard or Romeo and Juliet. Nintendo makes games. It&#8217;s what they do. And they&#8217;re successful at it.</p>
<p>But the dream of Sony and Microsoft reaches a lot further. They want to be part of your life style, part of your culture, embedded in your society. They want the experiences you have on their systems to be meaningful and dramatic. They&#8217;re not selling fun. They&#8217;re selling mystery and wonder, spectacle and discovery, experiences you have never had before.</p>
<p>And they failed. Massively. So much so that they are hurrying to try and pick some crumbs left behind by Nintendo by quickly introducing some motion sensing hardware to their systems. The irony of the cats following the mouse would be amusing if it weren&#8217;t so sad.</p>
<p><BR><B STYLE="font-size:150%">The failure of the nerds</B></p>
<p>Nintendo got one thing right. It&#8217;s an extremely obvious thing. But Sony and Microsoft continuously fail at recognizing it. Nintendo realized that <strong>the mainstream audience does not consist of nerds</strong> -in fact, one could argue that that is the very definition of a mainstream audience. As soon as they did, they were instantly successful.</p>
<p>There&#8217;s a lesson to be learned here. The &#8220;hardcore industry&#8221; has always insisted that games were great just as they were, that it was just a matter of time before the masses would start playing them. They were basically expecting that everyone would become a nerd. Obviously this did not happen. And it never will. If only because language doesn&#8217;t allow it. Nerd and mainstream are polar opposites.</p>
<p>The games themselves were not the problem. Any expert will point out that there is not a lot of difference between Tic Tac Toe and Gears of War, or between Super Mario and Devil May Cry. But Nintendo -finally- realized that people don&#8217;t play games for the pretty characters or the great stories but for the systems of interaction that they allow us to engage in. And those systems are far better served by simple graphics and sounds than by elaborate theatrical displays.</p>
<p>The games that Sony and Microsoft have been promoting were basically the digital equivalent of chess sets with pieces made to look like characters from Star Wars or Lord of the Rings. Only <em>1337 H4&#215;0rz</em> would actually believe they were attacking the Death Star while playing a match with such a set. Most people simply prefer to play a straight-up game with traditional pieces.</p>
<p><BR><B STYLE="font-size:150%">Games and&#8230; something else?</B></p>
<p>So <strong>now we&#8217;re at a crossroads</strong>. Do we give up the dream of a new medium for a new century and follow Nintendo&#8217;s example of simply giving people what they expect? Or do we strive for greatness and realize the potential of this marvellous new technology?</p>
<p>Nintendo has made one thing clear: people want to play games. But only if the games are simple and straightforward. They don&#8217;t want pretty pictures on their games or sweeping stories. They just want to have fun. However, the same people who are having fun with the Wii, <em>also</em> enjoy a visit to the cinema. They <em>also</em> love reading books. Their eyes fill with tears when listening to their favourite pop tune. And they&#8217;re hooked on several television shows. These people are not insensitive to narrative, emotion or meaning. They just don&#8217;t want to mix those experiences with playing games.</p>
<p>So the solution seems clear. If we want to realize the dream, if we want to give the new century the medium it deserves, the medium it needs, the medium it is sorely lacking, <strong>we need to stop wasting this technology on games</strong>!</p>
<p>It&#8217;s a difficult step to take. Because we love our games. We love battling our giant demons and riding our fire breathing dragons. We love planning our global wars and feeling the rush of victory against improbable odds. But let&#8217;s face it: <strong>we&#8217;re nerds</strong>. And only nerds like this kind of stuff. In the clear light of day, a sober eye quickly recognizes these videogames as the superb kitsch they are. Such videogames appeal exclusively to an educated elite and/or marginal ghetto.</p>
<p>This doesn&#8217;t mean that it is impossible to create interactive entertainment for people outside of the core niche. People still love their stories, and they still need fiction to help them deal with reality. And people also love to interact with their machines. That has ceased to be a geek exclusive a long time ago -if it ever was one. We just need to work a bit harder.</p>
<p>Instead of simply skinning ancient game routines with high tech spectacle, we need to sit down and have a good look at our medium-to-be and understand what is so uniquely interesting about it. Instead of trying to use new technology to do old tricks, we need to figure out what it is exactly that we find so fascinating about playing on a computer. And translate this to new audiences. This is not an easy thing to do, and it will take a lot of trial and error. But the rewards are great and the accomplishment will completely overshadow any of Nintendo&#8217;s current successes.</p>
<p><BR><B STYLE="font-size:150%">Down or up?</B></p>
<p>Will Sony and Microsoft realize this any time soon? I doubt it. The fight seems to have moved from the living room to the play room, from the media store to the toy store. And they will battle it out right there, on the brightly coloured carpet, in between the Barbie dolls and plastic machine guns, while the rest of the world is aching for a new medium, a medium that can deal with the complexities of today&#8217;s society, a fiction that can help us cope with our confusing realities.</p>
<p>I feel we have a responsibility here. A duty, even. We have a choice. We can continue to make geek kitsch for the niche audience of hardcore gamers. We can follow Nintendo and make simple games with pixels and code instead of cardboard and plastic. Or we can do something important, something meaningful, something that actually makes a difference.</p>
<p><em>Let&#8217;s end with a long picture:</em><br />
<img src="http://Tale-of-Tales.com/blog/media/games_industry_potential.jpg" alt="Potential..." STYLE="border:none" /><br />
<SPAN CLASS="credit">Sources: <a href="http://www.vgchartz.com/">VGChartz</a>, <a href="http://www.worldmapper.org/display.php?selected=191">Worldmapper</a>, <a href="http://en.wikipedia.org/wiki/List_of_countries_by_population">Wiki</a><a href="http://en.wikipedia.org/wiki/EU">pedia</a></SPAN></p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2009/12/27/the-tragic-failure-of-the-games-industry/feed/</wfw:commentRss>
		<slash:comments>38</slash:comments>
		</item>
		<item>
		<title>The Path now available in Russian, Danish, French, German, Hungarian, Italian, Portuguese, Romanian and Spanish</title>
		<link>http://tale-of-tales.com/blog/2009/12/22/the-path-now-available-in-russian-danish-french-german-hungarian-italian-portuguese-romanian-and-spanish/</link>
		<comments>http://tale-of-tales.com/blog/2009/12/22/the-path-now-available-in-russian-danish-french-german-hungarian-italian-portuguese-romanian-and-spanish/#comments</comments>
		<pubDate>Tue, 22 Dec 2009 21:23:34 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[History]]></category>
		<category><![CDATA[The Path]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3384</guid>
		<description><![CDATA[
Last week, 1C released a full translation of The Path in Russian. So now our friends in Russia, Belarus, Estonia, Latvia, Lithuania, Ukraine, Armenia, Azerbaijan, Georgia, Kazakhstan, Kyrgyzstan, Moldavia, Tajikistan, Turkmenistan and Uzbekistan no longer need to fiddle with badly made torrents. They can simply get the game here.
And thanks to the help of many [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://tale-of-tales.com/ThePath/blog/media/ThePath-Russian_title.jpg" alt="The Path, in Russian" STYLE="border-color:black" /></p>
<p>Last week, 1C released a full translation of <a href="http://games.1c.ru/the_path/">The Path in Russian</a>. So now our friends in Russia, Belarus, Estonia, Latvia, Lithuania, Ukraine, Armenia, Azerbaijan, Georgia, Kazakhstan, Kyrgyzstan, Moldavia, Tajikistan, Turkmenistan and Uzbekistan no longer need to fiddle with badly made torrents. They can simply get the game <a href="http://www.online.1c.ru/games/game/6523200/index.php/">here</a>.</p>
<p>And thanks to the help of many volunteers, you can also play The Path in <strong>Danish</strong>, <strong>French</strong>, <strong>German</strong>, <strong>Hungarian</strong>, <strong>Italian</strong>, <strong>Portuguese</strong>, <strong>Romanian</strong> and <strong>Spanish</strong>, next to the <strong>English</strong> and <strong>Dutch</strong> available in the normal release. A patch that translates the game to any of these languages can be downloaded <a href="http://tale-of-tales.com/ThePath/downloads.html">here</a>. Credits for the translations can be found <a href="http://tale-of-tales.com/ThePath/credits.html">here</a>.</p>
<p>Oh, and there&#8217;s also <a href="http://www.topware.pl/path/">the Polish version</a>, of course, published by Topware. We still have a few copies available in <a href="http://store.tale-of-tales.com/product/the-path-pl-special-edition">our store</a>.<br />
More languages will be added later. We&#8217;re working on Arabic, Czech, Japanese and Korean at the moment.</p>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2009/12/22/the-path-now-available-in-russian-danish-french-german-hungarian-italian-portuguese-romanian-and-spanish/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>&#8220;Making of Fatale&#8221; interview</title>
		<link>http://tale-of-tales.com/blog/2009/12/21/making-of-fatale-interview/</link>
		<comments>http://tale-of-tales.com/blog/2009/12/21/making-of-fatale-interview/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 12:08:10 +0000</pubDate>
		<dc:creator>Michaël Samyn</dc:creator>
				<category><![CDATA[Fatale]]></category>
		<category><![CDATA[Press]]></category>

		<guid isPermaLink="false">http://tale-of-tales.com/blog/?p=3376</guid>
		<description><![CDATA[
The ever eloquent Bruno de Figueiredo picked our brains when we were working on Fatale and has now published the result with a bunch of work-in-progress pictures. Enjoy!
To a large extent, FATALE is about looking. We follow Wilde&#8217;s version of the story in this. You start as John the Baptist in a situation where you&#8217;re [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://farm3.static.flickr.com/2682/4203398774_e6953e9c4d.jpg"></p>
<p>The ever eloquent Bruno de Figueiredo picked our brains when we were working on Fatale and has now published the result with a bunch of work-in-progress pictures. <a href="http://coregamer.web.simplesnet.pt/fatale.htm">Enjoy</a>!</p>
<blockquote><p>To a large extent, FATALE is about looking. We follow Wilde&#8217;s version of the story in this. You start as John the Baptist in a situation where you&#8217;re being looked at &#8211; by Salome &#8211; against your will. Then because of the looking of another person &#8211; King Herod at Salome &#8211; you are put to death. And finally you meet Salome who claims that if you would have looked at her, you would have loved her. And, presumably, none of this would have happened.</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://tale-of-tales.com/blog/2009/12/21/making-of-fatale-interview/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
	</channel>
</rss>
