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> <channel><title>Comments on: Passage, the latest art game hit</title> <atom:link href="http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: The Independent Media Channel - New Media Art News from Rhizome</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-140513</link> <dc:creator>The Independent Media Channel - New Media Art News from Rhizome</dc:creator> <pubDate>Fri, 08 Aug 2008 18:23:10 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-140513</guid> <description>[...] has become a micro sensation on its own, garnering kudos in scads of the most widely read games blogs as well as mainstream press. In Passage, you play a character who travels across a narrow [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] has become a micro sensation on its own, garnering kudos in scads of the most widely read games blogs as well as mainstream press. In Passage, you play a character who travels across a narrow [...]</p></div> ]]></content:encoded> </item> <item><title>By: Panic {RE}_Programming &#187; Blog Archive &#187; Rhizome News: The Game of Life</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-140507</link> <dc:creator>Panic {RE}_Programming &#187; Blog Archive &#187; Rhizome News: The Game of Life</dc:creator> <pubDate>Fri, 08 Aug 2008 13:03:26 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-140507</guid> <description>[...] has become a micro sensation on its own, garnering kudos in scads of the most widely read games blogs as well as mainstream press. In Passage, you play a character who travels across a narrow [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] has become a micro sensation on its own, garnering kudos in scads of the most widely read games blogs as well as mainstream press. In Passage, you play a character who travels across a narrow [...]</p></div> ]]></content:encoded> </item> <item><title>By: Capt_Poco</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-131289</link> <dc:creator>Capt_Poco</dc:creator> <pubDate>Sat, 22 Dec 2007 05:38:28 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-131289</guid> <description>I thought this was much better than The Marriage, whose colored blocks I had difficulty caring about. The pixel-ized people, as well as the music, make this game much more emotional. Art games, of course, are a very rare breed, but its cool that game designers are finally addressing issues that anyone can relate to. Maybe games like this will finally put an end to all those damn ignorant politicians and film critics who feel that games are &quot;not art&quot;.</description> <content:encoded><![CDATA[<p>I thought this was much better than The Marriage, whose colored blocks I had difficulty caring about. The pixel-ized people, as well as the music, make this game much more emotional. Art games, of course, are a very rare breed, but its cool that game designers are finally addressing issues that anyone can relate to. Maybe games like this will finally put an end to all those damn ignorant politicians and film critics who feel that games are &#8220;not art&#8221;.</p> ]]></content:encoded> </item> <item><title>By: Timbre of Tempests</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-131187</link> <dc:creator>Timbre of Tempests</dc:creator> <pubDate>Thu, 20 Dec 2007 10:26:14 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-131187</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] 2007. 4:06 pm. Jason, if you read this, thank you. It&#039;s a 5 minute game. Try it out and see what your reponse is. Not whether or not you like it; I [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] 2007. 4:06 pm. Jason, if you read this, thank you. It&#8217;s a 5 minute game. Try it out and see what your reponse is. Not whether or not you like it; I [...]</p></div> ]]></content:encoded> </item> <item><title>By: Un Passage de 5 minutes - Le Journal du Gamer</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-130994</link> <dc:creator>Un Passage de 5 minutes - Le Journal du Gamer</dc:creator> <pubDate>Fri, 14 Dec 2007 11:58:27 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-130994</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] invite Ã  d&#039;abord jouer 1-2 fois au jeu avant de lire l&#039;article d&#039;Overgame, puis ceci ou encore cette citation&#160;: Nous avons toutes sortes de critÃ¨res que nous utilisons pour mesurer le succÃ¨s d&#039;une vie [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] invite Ã  d&#8217;abord jouer 1-2 fois au jeu avant de lire l&#8217;article d&#8217;Overgame, puis ceci ou encore cette citation&nbsp;: Nous avons toutes sortes de critÃ¨res que nous utilisons pour mesurer le succÃ¨s d&#8217;une vie [...]</p></div> ]]></content:encoded> </item> <item><title>By: Overgame.com / 13.12.2007 / Passage : le jeu de la vie</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-130932</link> <dc:creator>Overgame.com / 13.12.2007 / Passage : le jeu de la vie</dc:creator> <pubDate>Thu, 13 Dec 2007 20:41:37 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-130932</guid> <description></description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] que tout cela est très différent d&#8217;un score dans un jeu vidéo ?&#8221;- Jason Rohrer, le créateur, sur le blog de Raph Koster.&#8221;Etrange et touchant… Lorsque ma compagne est morte, j&#8217;ai continué à marcher un peu mais j&#8217;ai fini [...]</p></div> ]]></content:encoded> </item> <item><title>By: Passage is a lifetime in five minutes - Joystiq</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-130807</link> <dc:creator>Passage is a lifetime in five minutes - Joystiq</dc:creator> <pubDate>Wed, 12 Dec 2007 04:40:45 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-130807</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Mac, PC, and Linux, and lasts exactly five minutes. In short, there&#039;s no excuse not to play it.[Via Raph Koster]Tags: gamma, gamma256, kokoromi, migs, migs07, montreal, passage   Read (Page 1) Reader Comments [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Mac, PC, and Linux, and lasts exactly five minutes. In short, there&#8217;s no excuse not to play it.[Via Raph Koster]Tags: gamma, gamma256, kokoromi, migs, migs07, montreal, passage   Read (Page 1) Reader Comments [...]</p></div> ]]></content:encoded> </item> <item><title>By: Passage: a Gamma256 video game by Jason Rohrer</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-130777</link> <dc:creator>Passage: a Gamma256 video game by Jason Rohrer</dc:creator> <pubDate>Tue, 11 Dec 2007 09:33:05 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-130777</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Raph Koster, December 7, 2007 [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Raph Koster, December 7, 2007 [...]</p></div> ]]></content:encoded> </item> <item><title>By: Prokofy Neva</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-130740</link> <dc:creator>Prokofy Neva</dc:creator> <pubDate>Mon, 10 Dec 2007 03:05:14 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-130740</guid> <description>I love the idea of &quot;art games&quot;. I didn&#039;t know there was such a genre. Seems highly cool. But I like reading about it more than I like the actual trying of it.</description> <content:encoded><![CDATA[<p>I love the idea of &#8220;art games&#8221;. I didn&#8217;t know there was such a genre. Seems highly cool. But I like reading about it more than I like the actual trying of it.</p> ]]></content:encoded> </item> <item><title>By: Nick</title><link>http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/comment-page-1/#comment-130736</link> <dc:creator>Nick</dc:creator> <pubDate>Sun, 09 Dec 2007 23:40:38 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/07/passage-the-latest-art-game-hit/#comment-130736</guid> <description>This game definitely made me reflect on my life choices: namely, the choice of running it on my macbook without skimming the Control Notes first to learn about the F key.  This soon gave way to a more frantic game of &quot;how do I quit!?&quot;, because command-tab, command-Q, escape, f8, f9, f11, etc did not work when the game was running.  I eventually killed it by hitting the power key and accepting a system restart, then canceling it once the game was killed.  Please add a more intuitive way to break fullscreen or quit the game!
That said, I really enjoyed the presentation in this game, and spent a while just walking around and observing how my sprite would drift to the right and age.  I&#039;d never seen that before, and got a little worried that the game might let me get stuck in land if I stood next to it too long :P.  The blurry future sight effect and really narrow field of view really hilight our often narrow view of the present and fuzzy anticipation of the future.
I was a bit miffed that after passing up the girl near the beginning in order to go deeper into the maze, I didn&#039;t encounter any other possible partners later in life.  Not everyone has the same trade-offs, after all, and it would be interesting to see some choices in that aspect of the game as well.  Perhaps a fickle partner who leaves you when you get old, or an unattainable one who drifts away faster than you can follow, would be interesting albeit saddening additions.  Also, it would definitely be amusing to try to control a polygamist L-block!
The chest-codes eluded me when I played, but so did the chest animations.  For some reason I never connected the blue stars with 100 points, but would instead watch my score as I walked over chests and notice that sometimes I got 100 points and sometimes I didn&#039;t.  I think adding a floating +100 or +0 to the chest-opening animations would establish this connection a lot quicker, and get people to pay more attention to the kinds of chests they were opening, maybe discovering the codes in the process.  Since the game already updates the score constantly as you walk right, it&#039;s hard to quickly see the chests&#039; effect on it.  A lot of scored games have such hectic scores anyway that score-watching is far less effective than popping up significantly large numbers when the player does something good, so they can judge the goodness of what they just did.
Anyway, I applaud this very retro and inspiring game!</description> <content:encoded><![CDATA[<p>This game definitely made me reflect on my life choices: namely, the choice of running it on my macbook without skimming the Control Notes first to learn about the F key.  This soon gave way to a more frantic game of &#8220;how do I quit!?&#8221;, because command-tab, command-Q, escape, f8, f9, f11, etc did not work when the game was running.  I eventually killed it by hitting the power key and accepting a system restart, then canceling it once the game was killed.  Please add a more intuitive way to break fullscreen or quit the game!</p><p>That said, I really enjoyed the presentation in this game, and spent a while just walking around and observing how my sprite would drift to the right and age.  I&#8217;d never seen that before, and got a little worried that the game might let me get stuck in land if I stood next to it too long <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> .  The blurry future sight effect and really narrow field of view really hilight our often narrow view of the present and fuzzy anticipation of the future.</p><p>I was a bit miffed that after passing up the girl near the beginning in order to go deeper into the maze, I didn&#8217;t encounter any other possible partners later in life.  Not everyone has the same trade-offs, after all, and it would be interesting to see some choices in that aspect of the game as well.  Perhaps a fickle partner who leaves you when you get old, or an unattainable one who drifts away faster than you can follow, would be interesting albeit saddening additions.  Also, it would definitely be amusing to try to control a polygamist L-block!</p><p>The chest-codes eluded me when I played, but so did the chest animations.  For some reason I never connected the blue stars with 100 points, but would instead watch my score as I walked over chests and notice that sometimes I got 100 points and sometimes I didn&#8217;t.  I think adding a floating +100 or +0 to the chest-opening animations would establish this connection a lot quicker, and get people to pay more attention to the kinds of chests they were opening, maybe discovering the codes in the process.  Since the game already updates the score constantly as you walk right, it&#8217;s hard to quickly see the chests&#8217; effect on it.  A lot of scored games have such hectic scores anyway that score-watching is far less effective than popping up significantly large numbers when the player does something good, so they can judge the goodness of what they just did.</p><p>Anyway, I applaud this very retro and inspiring game!</p> ]]></content:encoded> </item> </channel> </rss>
