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@odditie-s

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A few years ago I completed a project called The Pirate Bay Bundle. It was a bundled torrent of one hundred freeware videogames put on The Pirate Bay. It was a curational distribution experiment and notably my most “successful” project.
My current project, which I have now dubbed One Thousand Voices, a twitter thread with each tweet containing one different videogame creator accompanied by a gif of a videogame that they created (or helped create), was started as a springboard that was going to lead up to its successor, however I have come to look at it as its spiritual successor.
Over the course of its completion, it has garnered coverage on numerous websites and over one thousand retweets. It has a beginning, a middle and an end.
While the project achieved these skin deep achievements, it also has intended subtexts (some pictured below). I’ll leave it up to you to decide what it did or didn’t manage to accomplish.
Whatever the case, regardless of its successes and failures, I am proud of it.
In truth, I fucked it up. I had a whole other half planned where I was going to send out a detailed questionnaire to the videogame creators in the thread about their upbringings and how it has affected their work within the medium but I worked so hard on the thread itself that I ran out of time and energy.
I feel after having worked on this for over a year that I should be able to impart something profound or poetic or be able to share a deeper truth about videogames. The deeper truth is that I have no deeper truths to share. Videogames can be beautiful and chaotic and yet the medium remains largely unexplored. Popular big name AAA releases are discussed endlessly, while just about everything else gets tossed to the side.
Everything I do is an attempt to explore a little nook of videogames that would otherwise remain unexplored and unhighlighted.
I encourage everyone that engages with this project in good faith to make their own discoveries and celebrate the diverse videogame creators within.
If you enjoy my work and want to support it, you can signal boost the thread and its many creators, reshare this post on tumblr or follow me on twitter.
one thousand gamemakers
for the few wondering why nothing has been posted on oddities for months, it’s because i’ve been working hard on a twitter thread with a quest to feature one thousand different gamemakers and their videogames. the project is very personal and close to my heart. i’m posting this because i am about to reach a very special milestone, the halfway point in this project (500).
i don’t want to talk to much about what i’m trying to accomplish with this project (maybe when it’s finished). it’s a sortof spiritual successor to the pirate bay bundle (it actually started as a way to prove to myself that i could actually find one thousand different gamemakers, after which any successive pirate bay bundles might be a little easier to throw together).
anyways, here it is.. any support you might want to throw behind this is much appreciated but do not at all feel obligated (the support i have already received has been rather overwhelming).
The final part of the apology trilogy (read: part one; part two) featuring unpublished interviews with gamemakers is taken from a slightly unconventional interview series where I asked interviewees to write about a series of specified topics without the usual Q&A interjection. This is the third interview in that failed series (most of the people I approached didn’t feel comfortable with the format).
This interview is with MAGICDWEEDOO and it was meant to be published early in 2015. I lovingly present it to you in unedited form.
Dis dweedes.
As a young tacker I used to watch the snes box on the boob tube, and 64 and game boys and all that. Had a blast mate so there I am, sittin in me shat dacks on the floor, sayin M8. I wann make me own games mate.
I be drawin platformer games n shit in diaries n shit, know what i'm sayin? Used to play through that shit with a texta man, draw lines n shit, show where i'm goin. I once did a whole banjo kazooie playthrough god DAMN I drew the entire game, filled up a whole diary yo. Mutha fucka even had credits and a secret level at the end. Those were tha days know what im sayin, simpler times man. Now it's all about this steam bullshit and... like, halo .. or whatever. Too much for a hustler. Shit.
Primary school man, that waw it. Got told about som... I was like, on the playground, hustlin and shit. Some kid comes up to me 's like 'yo, you gotta check this out man, some GAME makin' level shit right here'... this kid' my friend right, so I allow him to swear in my presence.. anyways, kid shows me RM2k yo. Eventually get 2k3 on toppa that. Shit got me hooked from the beginning man. Biggest mistake I made there thoguh was I had this bitchin' ass game, thought I needed to delete RM2k if I wanned install 2k3. So I did, lost my shit (the game), then realised, and I tell ya god damn, lost my shit. Anyways, high school. Gave this game maker bull shit another chance, and been using that cracker ass shit ever since.
You know man, I like a when someone play my game, and just laugh. Know what I mean? Just laugh, or they be like 'holy shit mutha fucka', or like, are like 'whoa!', or 'god damn,' or all wanna throw up on the keyboard and shit. 'na mean? I wan em to see shit, or hear or think about some shit, they's never seen before. Or never heard before, or thought before. They gotta know, they dont needa follow the rules man. Unlike in the real world, there ain't no restrictions on creativity man. People gotta be more free, just do what they wan'. Nah mean PREACH motha fucka. Shit.
A-yo. Yo, lotta good influences out there man. I like the looks of these GHXYK2 , bankbank dudes. Catamites' space funeral yo. Shit's whack. And shit like this adam dickinson mutha fucka's stuff, dude does what dude wants. God damn. Add tot hat countless custom graphic rpg maker games and pretty much any damn shit on the snes box man. A-yo. New Vaders. Shit. Good tunes yo. Helps me code them muthas. Also know what? Jake Clover, this crazy ass honky off the rails! Goes about his art however the mutha fucka wants know what im sayin. GZ Storm man he my boy, help me a lot with contructive feedback and shit. Damn... And classic, Silbinary Wolf man, he know what up. And what up for me? Is helping me with my codin' problems. And thas a BIG mutha I tell you what.
Ah god DAMN yo. I'm eatin these cashew mutha fuckas right now... shit. Final handful in my mouth yo, half the shit is pure salt. Made my mouth god damn shrivel right up, fuck. Anyways, yeah, I like my shit unconventional. Nah mean? Gotta be interestin, GRAB the attention yo. GRAB that ass. GRAB. I dont wanna see some bull shit common idea I seen 500 times befo'... so why people gotta see that im my shit? yo. Creatin' the shit's the funnest part man. Ultimate MULTI MEADIUM, ah ha ha, shitttt... a-yo. Is' like, codin', makin those beats yo, sound effects n shit. Drawin', getting' them stories TOLD man. Damn/
I make them shits for myself man... I dont caare if like, only 20 people downloaded my games know what im sayin. It's not like im makin the paper offa that bull shit nah mean!? Someone tell me they like my shit? Bonus, man. This Bad Smell deal? Damn, I think this mutha fucka (now I be pointin' to myself here , for those of you BLIND muth fuckas), I gots lucky, nah mean? Ah hah, yo.
Yo. workin alone”? Lets me keep my shit together, in CONTROL< know what im sayin. Makes sure the final product, is pure my own brain man. Ain't no other. How EVER> I like workin with other crazy ass mutha fuckas too man. If I like their shit, and they up fo it... I wanna see what these two minds can fuckin'.... like, concoct, ha ha, know what I mean. Create a fuckin' mind BABY,. OH!. Though Gotta learn to be organised... manage you projects and shit well man. Helps.
So yeah, yo, stay in schoolo man, play my games an' SHIT.
This is the second part of my unpublished apology trilogy of interviews with gamemakers. You can read the first here.
This one is with Tõnu Paldra aka Tonypa from 2007. I could find no current way of getting in contact with him to apologize, as his website isn’t up and his e-mail bounces back. I’m hopeful that he will see this.
Luckily, Tõnu’s games aren’t that hard to find. Be sure to give them a little of your time.
This interview gives a snapshot of what it was like as someone that made flash games and the perception of flash games way back in 2007. While Tõnu was well respected within the flash community, I never felt like he got the respect he deserved anywhere outside of its boundaries because at the time, there was a negative stigma attached to flash games and many put them all in the same basket.
~ ~ ~
Hello, my name is Tõnu Paldra, I live in Estonia and will be 40 this year. I don't have full-time job, in the past I have worked in newspapers and magazines as a designer.
When did you become interested in game development? When did you start using flash and why did you choose this tool over others?
I discovered Flash about 8 years ago. It is pretty much only tool I have ever used. I did look around for other programs but they were all either too complicated, too costly or both. Flash4 was easy to use, did not cost a fortune, allowed both coding and designing/animating and was on the web.
Do you play videogames – what systems did you own growing up and what games are responsible for influencing your own work?
Not really. Growing up in Soviet Union means I never owned any game consoles except cheap copy of Spectrum ZX which never managed to work correctly with cheap copy of cassette recorder and was generally not much fun so I can't remember any games from that system. First games I played for long time were on PC.
Is there any other type of media or anything else that influences your games?
Not directly, but everything you see, read, hear or do has some influence. Images you like tend to creep into the colors in my games for example.
Do you make a living from making flash games?
I guess so since it's pretty much only thing I do. Living in relatively cheap country and doing business with more wealthy world means I can quite happily live with only fraction of income needed in US or UK.
Was there a point where you started to take your game development more seriously and treat it less like a hobby?
Probably when I quit my job. I still consider making games as hobby. It's fun!
Your games seem to either be a set of unique mechanics or 'take an already existing concept and give it a twist'. How do you come up with your concepts?
Sometimes I simply experiment with Flash without any clear attempt to "make a game". I also browse the web a lot and try small games. It is fun to play a game and try to figure out how you would change the game if you could change it. Can't say I understand the idea of remakes. If you love a game and want to create something similar, you would not make it exactly same. Copy machine is for making copies.
Your games generally have a very stylized, minimalized look and this seems to be accompanied with a straight-forward set of game rules that are easy to learn: what drives you to make the design choices that you do?
Basically I try to make games that I like. I don't like to play them once they are finished. I know them too well.
The visuals are simple mostly because they take a short amount of time. I don't mind hundreds of great animations and realistic characters, but it would take me couple of years to create and would remain unfinished. Also, when most other games go for fancy visuals, I find simple minimal graphics different enough to be called "style" and they are nice to my eye.
One thing about keeping simple visuals is how much more players can see using their imagination. If you have red rectangle, players may imagine it to be whatever they like. If you have a WWII german tank Mark 2 then for everyone playing the game it will be same WWII german tank Mark 2. Same. Boring. That's why reading a book is more interesting then seeing a movie. As a reader you use more imagination.
Some ideas just appear pretty clearly, I can see the gameplay and theme in my head. Only needs to be made.
Tell me about your development process..
Not much planning is involved, most I have is couple lines written down for basic idea. With Flash you can quickly put together a simple test to see if there is any point to continue with the game or if it is going to fail. If there is potential, I will continue until its finished, resulting commonly in a big mess of code. I don't like to improve finished games later. It would be easier to rewrite whole thing, but remaking it would not be fun. It is normal for an idea to transform completely during the process (this does not work - let's try that).
I don't make big games so they usually only take a week or two. Near the end I tend to lose interest and want to get it done quickly. While I am working on a game, I probably spend 4-6 hours on it every day but between games, I don't even open Flash.
Do you enjoy the development process?
Yes, I do. Mostly the part when I don't know exactly what the result will be. It's like being a God - change things as you wish and the whole world inside your game may change too.
How many projects do you have in development at the one time or are you strictly a 'one game at a time' person?
Usually I only have 1 project that I am working on.
Do you always have a lot of ideas for future projects?
Yes, I have hundreds of ideas and half-finished test files laying around.
Do you ever pick up a project that you abandoned and decide to finish it off?
I have some projects which I have tried to finish several times. Since I have worked with Flash through several versions, every time a new version of Flash is released, I attempt to try out new things it offers. It means I don't just continue with an old project but I start it again.
A lot of people talk about the distinction between 'hardcore' and 'casual' games, where casual games are generally considered to be games that you 'pick-up, play for five minutes, put down, repeat'. Since most flash games are played in a browser and don't incorporate save features they are labelled as casual. Do you agree or disagree with the general perception of flash games being casual? Do you think this distinction is even important or just a bullshit way for people to pigeon hole things?
No, I don't know about games being hardcore or casual. There is sometimes clear target audience, some games are made for teenage boys only, some are made for everyone. It's like the music industry, you have special products for some age group or gender and you have some products that appeal more generally to many people. The best games are not specifically made for the public but for yourself. If the creator does not love it, why would anyone else care about it?
Do you have a favourite among your own catalogue or is it usually your most recent release?
Normally it's my latest game. But I am proud of all of them.
The flash community seems to be constantly evolving – quality developers have emerged, new avenues are opening up for flash developers to make money and content stealing is still common. What is your opinion about where the flash community is headed?
Flash has never been specifically designed for games. I am pretty sure Macromedia was quite surprised to see popularity of Flash games. Over the years they have always been more concerned about "Rich Internet Applications" (whatever those are). It is very sad that developers of Flash continue to overlook the real reason of why Flash became so popular: easy animation and interactivity. And when I say easy I mean easy as drag and drop. Flash CS3 and Actionscript 3 are not easy and not much is there for the designers, animators or anyone that is not some sort of programming genius. I could not care less if Actionscript follows ECMAScript standard but it should not take days to learn how to make a simple button. Fine, I understand the need to push out a new version every year to make more money but it's pretty stupid to forget what your product is good at and simply make it more and more complicated. Eventually you end up with a product that takes the same amount of effort to learn as C++ while giving only a fraction of the possibilities.
To make good games you don't need OOP or ECMAScript standard, instead you need a simple and easy to learn environment. Good games hardly ever need complicated programming patterns. The greatest Flash games ever made (Samorost, Grow) can be created with couple of clickable buttons, if..else statements and picking animations to show. Sadly Flash has become something of a nightmare for creative people.
More money in Flash community is great of course. While it means we get bucketloads of really bad games it could still potentially bring up some great games too. Flash can already handle everything required to make quality games but there is not enough money to spend years developing huge games (not to mention there will be 2 new Flash versions out before you finish your game).
Are there any particular flash developers that you admire?
I don't play games, even Flash games after I try them once. Samorost and Grow series are things I admire, mostly because of their visual style and knowing I could never achieve something similar.
Have you ever collaborated?
Guess I am more about doing everything myself.

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Over the years I have conducted a number of interviews. Most were published, a few I didn’t think were worth publishing but there were three in particular that I felt particularly guilty about leaving unpublished. This is the first in a trilogy and it is meant to act as a trilogy of heartfelt apologies.
This one is with Daniel Remar from 2012.
Name?
Daniel Remar
Age?
27
Location?
Sweden
Development tool(s) of choice?
Game Maker, Photoshop, GoldWave and Metapad.
What do you do?
I mostly design, draw, code and make sound effects for hobby games. I used to make Dance Dance Revolution simfiles and maps for Doom, Quake and UT, but I lost interest in those. I used to draw a lot before it burnt me out and I realized I'm no good at it, at which point I switched to game-making and have gradually started drawing again, this time on a tablet. It's incredible what an undo button and layers does for your motivation when you've drawn "traditionally" for years on end!
How did you become interested in and get into game development?
It started with Klik'n'Play as a kid, then it really took off when I discovered Game Maker around 2004. As a kid I loved reading the credits after beating a game, and thought that I too could be on there someday. And now I am! Not on the latest Mario game, but still on the 3DS which is pretty cool.
What are your goals and aspirations as a game developer?
To make people happy and make them think. There's the idea that even as an entertainer, I could help change something. Not that I don't enjoy making mindless games like Hyper Princess Pitch as well. Childish playfulness is important too.
You recently released Hyper Princess Pitch, your third game with a female protagonist. How did this one come about?
It's not significant that she's female, since it doesn't matter much to me. Most of my games have males or robots anyway unless you get to choose, or in some cases (The Cave and Randomhack) where the game chooses randomly for you. But I do want to promote non-objectified and strong characters regardless of gender.
Anyway, Pitch comes from my previous game Garden Gnome Carnage, where she was a minor character and just a pun on Princess Peach, baking airstrikes instead of cakes. Also her voice is pitched up by 10%. Then she got a handheld cannon that fires exploding bricks in the Flash and XBox ports, and since I wanted to do a remake of Operation: Carnage for a long time, I realized that she was the perfect fit. The Christmas theme was just carried over from Garden Gnome Carnage.
How did Ludosity form?
I'm not sure on the specifics, but Joel (aka reallyjoel) was one of the founders. I was hired temporarily to make a Garden Gnome Carnage flash port in 2010. Soon I found myself a full-time employee after Daniel Kaplan suggested it, before he moved to Mojang.
Is it a full-time gig?
Yes. I make enough money to pay my bills and eat, which is great. Too much money is only trouble, so I'm actually glad I don't have what would be considered an acceptable wage in the field.
How do you manage to work up the motivation to work at Ludosity and then come home and work on personal projects in your spare time?
I don't, usually. My most productive periods of hobby game-making have been during holidays, school breaks and when I was unemployed. During such a period, Hyper Princess Pitch might have only taken 4-5 months instead of a year. Motivation still comes and goes, and right now it's low again after the release of Pitch. I don't mind though, I enjoy working on the stuff we do at work too. Even though I'm not coding or spriting on my hobby stuff, I'm still planning, writing and thinking over ideas. My next game requires a lot of planning anyway, so I'm taking my time.
Is your most recent release always the one your most proud of, until you become passionate about another project?
Usually yes, but I think Hero Core is a better game than Pitch, and the one I'm most proud of in terms of design. I'm the most proud of the animation and characterization in Pitch though. Every game has something unique to it that other games can't replicate or improve on without turning them into different games. None of my "big release" games have tougher puzzles than Castle of Elite, for instance, because they are not puzzle games.
How many concepts / ideas do you consider making that fall by the wayside, as opposed to the ones that make it from conception to completion?
Well, most of the time I'm experimenting and not intending to make a big game out of a concept, just play around with it. Only a few games were really abandoned - Miniquest Zero because it turned out to be a boring game, and Labyrintia (in the Scrap Pack) was just left in its slightly buggy, experimental state instead of making it into a proper game.
Most of my ideas don't even get started and stay as ideas. When I do decide to make a big production, I really get into it instead.
Tell me about some of the most rewarding aspects of the game development process?
In the process itself, it's when you solve a difficult math/logical problem or finishing something, be it tiling a level or finishing the final boss. It's also when you show people the prototype, especially if what you're coding at the moment is immediately visible rather than behind-the-scenes stuff.
Outside of the process it's peoples' encouragement, and fanart, which means they liked your stuff enough to put their heart into sharing their own experience of it. Iji has a lot of fanart, and though I can't comment on most of it because I have no DeviantArt account, I still look at it. I especially enjoy the ones that pick-up little details or easter eggs from the game, like Iji with glass shards in her hair or Dan with a cakeroll - it warms my geeky heart. There's some spectacular Hero Core fanart as well.
And the most tedious?
Optimization and internal changes that save some loading time or system load, but which isn't visible when you only play the final game. I optimized Iji for a long time to cut down the filesize and improve speed and collision handling. Optimization is also the reason for the low sound quality there.
Depression Simulator
Dungeon of Trials
"Dogengam"
La Luna Elettrica

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Seed 1801360
!Muchachos! !Muchachos! !Muchachos!
Honko's Worlds
The Future Will Only Be Dystopian If Capitalism Remains Undefeated
Agrovania

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Meet Me at the Banana Disco
Galaticus