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#wild how you post a sims story online and you meet people who are now in your wedding bridal party đŸ€Ș
smallsimmer · 3 months
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Kind of weird to think I’ve had this blog since I was like 13 and now I’m getting married 😅
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tmabigbang · 3 years
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Masterpost of TMA Big Bang 2020 Fics
To prevent clogging up anyone’s dash, we have put all of these fics under a read more since there are 28 wonderful fics created for this bang, which makes for a bit of a long post! Below the cut are links and summaries to all the fics created for this bang! 
In addition to this post, you can also check out our fic page (which you can find here)! The fic page includes links to all the fics, art, and the team members that helped create them! You can also use some basic filters for rating and oneshot/multichapter to find fics.
Thank you again to all our participants, and we will see you next year!
Your Job’s A Joke (You’re Broke) by @bisexualoftheblade and @desert-lily
Ao3: https://archiveofourown.org/collections/tmabb20/works/27590578
Summary: Working at the Magnus Institute was stressful by default. With monsters, mayhem, and potential primordial entities, it has very little expectations for being a comfortable job. However, everyone is allowed to have a little fun sometimes - even an archivist, their assistants, and their really creepy boss. Fueled by spite and a rampant lack of heterosexuality, they all try to balance their work life with a bit of fun and a healthy dose of bullying twelve-times divorced Elias Bouchard.
I Know The End by @williammatagot
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27947966
Summary: Except, for all that beautiful poetry, Eliot was wrong, because the world doesn’t end with a bang, sure, but it doesn’t end with a whimper, either. It ends with the distant-yet-deafening voice of the man Martin loves shouting through a ragged, wild throat--I open the door. (The world ends, Jon shatters, and Martin tries to fix it. The house tries, too, in its own way.)
From the Depth of the Spiral by @trickstergod14
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27842941
Summary: Michael had no idea what was going on. He suddenly woke up in the tunnels under the Magnus Institute with no memories of the past seven years after that fateful trip to Sannikov Land. Watch as he slowly spirals into madness, regaining his memories while strengthening his bond with the Distortion along the way. Can he hide all this from the other Archival Assistants? What will happen when Jon wakes up from his coma? And what does the newly crowned Distortion Avatar, Helen, have to do with all this?
Every Word I Say is Kindling (But The Smoke Clears When You’re Around) by @ohnoimdeathing
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27956897
Summary: The unknowing left Jon stirring in the nightmares of others, watching their torment and suffering and making everything worse. He wanted to wake up, to go back to Martin, Tim, Basira, even Daisy. But he didn’t know how to. Until a voice told him to choose Though, to be honest, he doesn’t remember actually making the choice to stay a monster and live rather than be human and die. The only injury the doctors will talk about is his missing eyes, and why are all the doctors Scottish? At least Martin is here.
Spinning ‘Round (like two sides of a coin) by @awayofunderstandingit
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27835756
Summary: Time is a construct. What we know as past, present, and future all exist at the same time, ad infinitum. ‱ Guided not by time but a spoken word poem, follow along the lives of two intertwined souls, Timothy Stoker and Sasha James. The story of their friendship from the time they meet, through growing apart, to when they fall back together, and through their time working at the Magnus Institute. Witness slices of their lives—not memories, memories would suggest the past—as they exist, ad infinitum, even at The End.
retrouvailles by @jet-siquliak
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27818092
Summary: The Magnus Institute burns. The archivist, for all intents and purposes, burned with it. In a dingy hospital room lies what remains - Jonathan sims. weak, powerless, and insignificant. On Jon’s last day in the hospital, Martin awakes from a coma, unscathed. Melanie King kicks the dirt that once housed the institute. Tim stoker wakes up in the middle of nowhere. Elias Bouchard is dead. No one knows where to go from there. Or: the destruction of one home and the making of another.
Still, I’ll Always Keep the Memory by @revolutionnaire-e
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27932125
Summary: [MARTIN turns, stepping out of the shadows towards him. It is blood, not tears. His left eye is not his own. His eyes never shone that blinding green, never shone with such malice or self-satisfied pride.] MARTIN BLACKWOOD Pleasure to see you again, Archivist.
Making Home by @cuddlytogas
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27664805
Summary: After the events in the Panopticon, Jon and Martin rush to leave London. But making their home in an idyllic safe house isn't that easy: between the layer of dust, and Forsaken still clinging to Martin's heels, it could be some time before they reach an understanding.
called your name ‘til the fever broke by @corpsesoldier
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27845161
Summary: Basira made a promise to her partner. At the end of the world, a monster comes and demands she keep it.
assorted family photos by @lesbianbirds
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27903979
Summary: When setting off on a research trip, it is advised that you prepare yourself for certain oddities that may greet you. or; key moments in a world where the entities are weaker and everyone got a bit more therapy
Timothy Stoker’s Guide to Dating by @pezilla
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27841267
Summary: Timothy Stoker has a lot of advice when it comes to matters of the heart, online agony aunt, gossip monger and general love guru. He has a list and he sticks to it. Or he did. That was before he took a job at the Magnus Institute and before he met three of the most fascinating and frustrating people to ever come into his life. Rule #7 under no circumstances fall for a co-worker. Yeah, that rule was starting to become a problem.
Running the Institute by @drowsy-salamander
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27878306
Summary: Caroline Ferguson, the entirety of the Magnus Institute's legal department, is furiously ignoring any weirdness that could be going on in her workplace, from the tech issues to the vanishing colleagues to the everything about Artefact Storage, Caroline will turn a very deliberate blind eye. They're are not her problem. Now if only those murders could also stop.
kindred spirits (not so scarce as I used to think) by @pollylittlehigher-littlelower
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27914821
Summary: An Anne of Green Gables inspired AU, set in modern day England. Jon and Georgie are childhood best friends, but the two stop talking after a falling out. Even doing their best to avoid each other, Georgie struggles to escape him, even while dealing with her own mental health issues and a blossoming romance with her housemate, Melanie. Is Jon truly the kindred spirit she once considered him? Or will the two eventually part ways for good?
Friends of Empty Graves by @artswaps
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27974807
Summary: After the coffin, she cuts her hair. Who is Alice Tonner? People are searching for her in the space she left behind, in the person she was. Daisy looks elsewhere, and tries not to choke.
just let the feeling grow by @ajkal2
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27838447
Summary: Jon is a musician. He plays songs for a living. Except love songs. He doesn't do love songs, and he makes this quite clear with anyone interested in working with him. Except his manager has booked him for a wedding. Without asking. With days before the festivities start, Jon needs help. Desperately. He won't get it from his hosts, the Lukas family. He certainly won't get it from his manager. However, there's a certain amateur poet on the Lukas' staff who has a talent for making love sound genuine.
World Cold and Hard, Moth Boy Warm and Soft by @lcjenkinswriting
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27827491
Summary: Jon, a young moth fairy, leaves the nest in search of a place that feels like home
tapes winding forward by @ghostbustermelanieking
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27858721
Summary: Martin ignores him, stops him mid-sentence to say, "Jon, what have you heard about time travel?" --- Martin and Jon wake up two years in the future. It goes about as well as can be expected.
MAG 26.5: Beach Episode by @ebenrosetaylor
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27882746
Summary: Sasha is aware of the rising tensions in the archives after Martin was stalked by Prentiss and after she had her own encounter with Michael. In an attempt to boost morale and bring them closer together, Tim suggests that they all visit the beach to unwind and get their minds off of all things paranormal. Sasha takes it upon herself to make sure that everyone has fun and relaxes, but she forgets to give herself that luxury.
Rewrite The Rulebook by @radiosandrecordings
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27823774
Summary: "Panic! Bloody panic! I've been out since I was fifteen and never once actually brought someone home. I think I just wanted to seem like I had my life together, y’know? Mainly I just... I think I just wanted someone to be there with me, so I wasn't just alone with her the entire time. A bit of comfort.” There was pause as Martin let out a dramatic sigh, seemingly relieved to ramble out his thoughts. "... I could go with you. If you want."
A Test In Patience by @talking4the1
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27917749
Summary: Elias is going about his day as the new head of the Magnus Institute in 1995. Some spreadsheets to do, meetings to attend mundane and supernatural. Nothing seems out of place until The Eye calls him to Bournemouth.
Of Mothers and Memory by @loverdontleave
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27856585
Summary:  There is a story to be told, of two people, a mother and a son. Of their history together, and the sacrifices they made for each other. Perhaps they loved each other once, but that thread of connection has weakened on one end, fraying away. And it is so, so cold.
Would That I Were Golden Dust by @that-one-girl-behind-you
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27734197
Summary: The world is a lot more dangerous with your soul walking by your side, and Entities aren’t shy about feeding on golden Dust.
Till Death, Parted by @bigowlenergy
Ao3 Link:https://archiveofourown.org/collections/tmabb20/works/27749680
Summary: Jon gets caught after ripping out Gerry’s page by Trevor & Julia, and through a comedy of errors ends up engaged as an excuse. Somehow, Jon gets out alive, Gerry is freed, and they have the two hunters accompanying them as bodyguards - and as best man and best woman - without a fight. Living alone in Gerry’s London safe house afterwards will be totally fine. Jon is fine. He knows what coping is and everything! Totally fine.
The Spoken Word by @drumkonwords
Ao3 Link: https://archiveofourown.org/works/27802708/chapters/68066326
Summary: Jon wants. Their pinky twitches — stretching and curling to the tune of something musical. The song of wanting, with its motifs of long, low notes. Starting quiet and mumbling up into Jon’s chest until the strings of their heart vibrate like the strings of a double bass and all they can do is wonder who’s tune they’re matching. But they know.
First Aid by @platypik
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27948284
Summary: Jon is certain Martin has been acting strangely all morning. When Martin offhandedly mentions he took a bad tumble off the tube to work, Jon suddenly Knows that the fall had given Martin a nasty fracture. Despite his desperate pleading, Martin stubbornly refuses to let Jon drive him to the hospital. In fact, it seems he would much rather take care of it himself than have Jon worry and fuss over him. Jon would disagree.
Burning Bright, In the Forests of the Night by @triffidsandcuckoos
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27915400
Summary: The safehouse bursts into flames at their backs. You can choose to change the path. Just be ready for what else you might change.
i’ve been static for too long by @furryjefferson
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27887878
Summary: Jonathan Sims ends up with a stranger’s phone on the way home from work. All signs point to the Magnus Institute, and all roads lead to its mysterious archivist: Martin Blackwood.
through the clouds like a moonbeam by @digital-waterfall 
Ao3 Link: https://archiveofourown.org/collections/tmabb20/works/27877402
Summary: After passing through the Vast’s domain, Jon is left with an unexpected surprise-- a pair of wings. Unsurprisingly, Martin finds them beautiful. Also unsurprisingly, Jon does not.
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artificialqueens · 4 years
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Girl I Met On The Internet, 1/? (Crystal x Gigi) - Strawberry
a/n: it’s me, the anon who was talking about writing a crygi stan twitter au. and as someone who has spent many hours on social media, i really enjoy reading social media aus so i decided to write one. my writing skills are rusty and i’m not sure how long this will end up being, but i hope you guys enjoy it regardless and stay for the (not really) wild ride! :-) 
Crystal was very active on stan Twitter. Being an outcast at school with only friendly acquaintances, she used it to fill her need for the social interaction she was not getting in person. 
That being said, she didn’t have a set group of Twitter friends yet. She was very friendly with all of her mutuals, having conversations on the timeline with a handful of them, but she had yet to make a deeper connection with anyone.
She had thought about joining a group chat, but they made her feel anxious. A lot of them have forty members! That seemed extremely overwhelming to her.
The poor girl had spent an hour one night weighing the pros and cons, and in the end, her desire for friendship beat her anxiety. She promised herself she would go out of her comfort zone and would rt the next group chat tweet she saw. Possibly. Maybe.  
-
She had made that promise to herself on Tuesday. It was now Saturday, and Crystal had woken up pretty early, determined to finish writing a story for her creative writing class. It was unusual for her to be up before noon, but today just felt different. Once she finished it, she opened up a new tab and went to Twitter, curious to see if anyone was awake. Jan was.
jan! ‱ @.arisjantasy
rt to be in a random group chat!! 
requirements: 
just be nice! :)
adding the first 10 people who rt!
There were 6 rts already, so Crystal hit rt as fast as she could to reserve her spot. Jan was very nice, possibly the nicest mutual Crystal had ever made; if Crystal was forcing herself to join a group chat, one made by Jan would be ideal. 
Nervous, Crystal switched tabs, going to YouTube. Because it was so early, none of her favorite creators had uploaded anything new. She ends up clicking on an older video she had watched dozens of times. Halfway through the video, she gets a Twitter notification.
jan! has added you to a group.
jan!: hey guys!! :) 
Crystal quickly types out an introduction and sends it.
crystal: hi! thank you so much for adding me. im crystal! 
jaida: the queen of the gc has arrived. hi
crystal: hi jaida!
jan!: no problem, crystal. you seem very nice! 
nicky: bonjour ;)
gigi: good morning everyone
gigi: nicky we get it ur french
Gigi was here? Crystal saw her on her timeline a lot, despite not following her. She was Jan’s best friend, but seemed very intimidating. She reminded Crystal of the girls at school who would call her not so nice names, but she hoped Gigi wasn’t like that since she was close with sweet Jan who didn’t have a mean bone in her body. 
gigi: omg crystal hi
gigi: i don’t like 1d but u seem very nice it’s nice to meet u
Yes, it was 2020 and Crystal was still a One Direction stan account. She had lost hope that they would get back together ages ago, but she still supported all five of them. They were the only men she would ever love. 
crystal: i can change that just give me a week SKSGFDS
jaida: i love zayn does that count
crystal: yes ma’am!
heidi: HEY! sorry i’m late!
jaida: oh, miss heidi made the cut?
heidi: 9th rt, bitch.
jan!: jaida be nice :((
jaida: No <3
gigi: dont play fight yet ur scaring crystal!!! 
heidi: well. in that case.
heidi: crystal, tell us about yourself
jaida: pls.. i’m sick of these other hoes.. i’m a crystal stan now
jan!: :(( 
jan!: but yes crystal pls!
crystal: let’s see.. im crystal, im 16, a lesbian. i stan 1d, poppy, and i really like painting!! and thrifting!! 
Crystal wasn’t expecting to feel included since they definitely had an established group already. Them being interested in hearing about her made her feel like she fit right in.
She really hoped they would end up liking her.
-
A week later, the group chat was going strong. Crystal, Jan, Jaida, Heidi, Gigi and Nicky were the only ones who ended up talking in the group, so they decided to kick everyone else out. Jaida had the pleasure of renaming their chat to “Elites Only” after that, which everyone approved of.
They opened Crystal into their friend group with open arms, which Crystal was incredibly thankful for.
Crystal loved them all, but Gigi had to be her favorite. They had all shared fun facts about each other after Crystal did, and Gigi had revealed that she was also a lesbian, but was only out online. She was a cheerleader also who loved fashion and design. her account was very put together, filled with pictures of girls Crystal would later find out are from America’s Next Top Model.
Gigi fascinated Crystal.  
The other girls were also pretty cool. Jan was also a cheerleader who had high energy constantly. Jaida competed in beauty pageants, also had the pleasure of being the funniest person in the group. Heidi jokingly referred to herself as a ‘gamer girl’, but really only played the Sims 4. Nicky lived in France and had an odd obsession with sheep. Nicky also flirted with Gigi a lot and Crystal couldn’t tell if they were a thing or not. she didn’t know if Nicky was gay, but the thought that they were a thing made her feel sick to her stomach.
Crystal opened up her Twitter app on her way to school, seeing the last message to be sent was from Nicky, at nearly three in the morning.
nicky: i think you’re asleep for once due to the lack of noise.. weird and boring!
nicky: but anyway i hope you hoes have a good day <3 
Crystal smiled and hearted the message. 
crystal: someone wake up im boreeedddd 
jan!: hey im in bio!! its boring :(
crystal: im walking to school lol 
gigi: good morning jan and crystal bbs <3
Crystal knew she didn’t mean it like that, but it still made her soul leave her body. Naturally, she exited Twitter. This was far too much for eight in the morning. Far too early to address any of her feelings.
She had managed to go most of the morning without checking Twitter but eventually, after a bad encounter with one of the cheerleaders in her history class, Crystal gave in to her urges and checked her phone to try to cheer herself up.
Definitely a bad idea.
nicky: i want to post selfies before i go to bed
nicky: you all will support yes?
gigi: YES BABE!!!
Babe? Crystal wants to cry. 
jaida: i need your beauty on my tl now
crystal: yeah i wanna see what you look like
Crystal feels stupid. She’s known Gigi for a week; she doesn’t even know what Gigi, let alone the rest of them look like. Crystal thinks it’s far too early to catch feelings for someone on Twitter.
Nicky posts her selfies, and Crystal quickly confirms that she’s one of the most gorgeous women on the planet. No wonder Gigi was probably dating her. 
She goes back onto the timeline, only for it to be filled with nothing but Gigi hyping up Nicky.
gigi ‱ @.jennerbitch
NICKY OH MY FUCJKING GO D??
gigi ‱ @.jennerbitch
MY LITERAL WIFE WTF
gigi ‱ @.jennerbitch
IM GAY!!!!!!
Well, that confirmed what she had suspected. 
Once Crystal got home from school, she types out a tweet before throwing her phone on her bed, distracting herself with homework.
crystal ‱ @.mitamcrystal
sad girl hours :(
She checked her phone first thing in the morning out of habit. There were tons of messages from the group chat, as usual, but also a message outside of the group chat.
From Gigi. 
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Note
Please god do you have recommendations on the best series to watch
Some of my personal recomendations that I can list from the top of my head, I will be writing a lot of text below so hold onto your horses.
My Life- NatalieFirexx
Still running to this day and in its 12th season. So amazing to see the growth over the years. The first seasons are so funny in a sense of knowing a little Christian emo kid made them, but later seasons have developed into such an interesting story with beautiful visuals, incredible cinematography and relationships that you end up caring about so deeply. Every season has a new storyline to follow and it's always so wild remembering all that's happened in its 10 year run and thinking up what else is to come. Though season 12 is said to be it's final season and I look forward to seeing what Natalie has in store for us after the finale.
The story of My Life follows the Andrews family and their friends in everyday shenanigans, you know, the usual: teen pregnancy, kidnapping, vampires, murder, identity theft, angels, ghosts, hacked kids and love.
(There's also a My Life Abridged voice acting series of season 1 currently in the works, now at episode 5)
Smooth Criminal - SaltPepperSims1408
I always have fun rewatching this. Its only 2 seasons long and once again, a sims series that evolved over it's run. Following Abby as her life goes from normal (if you can call your illegal scientist parents experimenting on criminals in your basement normal) to having visions of her parent's test subject's past and joining his gang where hes the leader and battles a disease that gives him 10x the strength and intelligence of a regular human being. Catch is, this genetic disease is rare and makes you go insane. Most people with it end up insane by 30.
A series with a lot of guns, a badass female main protag, death, once again, teen pregnancy (which will be a common sims series theme), fun dream/vision sequences and in my opinion has a great sense of humour.
SaltPepperSims1408 also has a highly recommended voice over series (though incomplete) titled Apokalypsis, a group of young adults/teens trying to survive in an apocalypse.
CINDER - GrayLeeStudios
Based on the book CINDER by Marissa Meyer. Cinder is a beautifully made voice over series, great visuals, wonderfully told it's story, though it is incomplete at 5 episodes, each running 10-18 minutes. Loosely based on the original Cinderella story but in a futuristic Beijing, adding robots, a colonization on the moon and a deadly plague that has affected the Emperor.
The protagonist is the mechanic, Lihn Cinder. Despite how well known her work as a mechanic is, she is looked down on for being a cyborg and is presented for plague research where she and Prince Kai become closer.
Y O U T H - 1998sims
YOUTH is a retelling of Youth, also a sims series by the same creator that reached its second season before discontinuing. Already a series that dealt with real life issues and involved a lot of representation in its characters. YOUTH is a different experience with all new characters, even more representation and everyone still feeling real in a way where their identities don't define them but are in NO WAY erased at all, like they're real people. When comparing the two series you can see the similar storyline but now its so much fresher and with new characters, their decisions in these situations change. Follows the story of multiple characters in their teen years and learning to deal with being a teen or in some cases having to make adult decisions despite that. Currently up to episode 5 but there is still so much more to come.
1998sims is also the creator behind Avoiding Fate, Its Complicated (currently not available online) and the most iconic series that I HIGHLY suggest you watch; My Sims 2 Emo Teen Pregnancy Kidnapping Story
SOUP - SimFilm
This sims 3 voice over series is brand new, as of this month, with one episode released but I'm already in love with it. It has this deadpan sense of humour I can get behind and I'm really looking forward to seeing where it goes. It appears the episodes will be short and sweet but I really don't mind at all.
Our protagonist, Harris Gold, alphabetizes his life's misfortunes like a can of alphabet soup.
I quote "looks pretty decent on the outside, but when you open the can, you'll simply want to kill yourself"
The filming is wonderful, I love the voice actors and how well they play their roles, the story so far is fun and silly but deals with really strong issues other teenagers might have experienced growing up. Kind of like laughing the pain away and I adore it.
Raison D'etre - Cornymio
I haven't watched a lot of sims 4 machinima if im to be honest (since life to death stories are so rampant on YouTube at the moment and I'd rather just avoid them) but this series was very well made. Only 2 episodes but the voice acting is amazing, the sims custom animations are wonderful and at times the sims can be almost perfectly lip synced to the voices. Has an indie film vibe that I adore, very calming and I adore the camera work. This is a revamp of the creators old Sims 3 series by the same title.
Reine Reynolds enrols herself into a new school, here we meet a variety of students who are all relatable in one way or another with different relationships amongst themselves. A nice watch and won't take long to get through.
Marry Me! - Tickled007
This is actually a companion piece to Marry You by Maot Productions. Marry You has more episodes and progressed it's story much further but personal preference I like Marry Me!'s characters and humour better. Not a fault to the creators though, since I believe they wrote both stories together and I do still recommend you go watch Marry You as well, just my personal taste. I also watched this very recently which is probably why it's on my mind rn.
Marry Me! Is a 2 episode long (so far) voice over series that's quite high energy, it's about a loud "bitch" fashion designer called Serafie and a "pushover" called Carmion. Two opposites that somehow cross paths and after a money hiccup, Seraphie demands that Carmion marry her. I love how silly it is, very kdrama inspired. If you can get past the overused swooping sfx in episode one (which drove me insane but will go away in episode 2) I think it's super enjoyable.
Tickled007 is also the creator of Passcode Unknown, Too Popular and And... Obvious.
I feel it unfair not to mention Maot Productions other creations either since they were also a big part of the Marry Me! Marry You project. They created Sense Me Not!, Corrupted Souls, Cruel Temptation and Retribution
Other simmers and their series that I highly recommend but realise this ask is going to get extremely long
EkolarasMagnum
Their series tend to have this grungy highschool feel to them but I get behind it. They're known for their more interesting sims style, some people love it, some people hate it but it shouldn't get in the way of the interesting stories. I used to adore their work so much as a teenager!
- Advocated
- Strangers
- Volatile
PumpkinsAtTheDisco
Made a variety of sims series based on books (before these same books were made into films) such as the Hunger Games. This creator is incredibly talented from filming, writing to composing their own music. You can really see their improvement over the years too. I love their work.
- The Hunger Games
- Miss Peregrines Home For Peculiar Children
- Dimension 17
- Post Icarus
- Harry Potter and the Cursed Child
StarsToShinex
Their concepts are fun and they have good voice actors. Their filming and editing is nice but their work does have an anime feel if that's more your taste.
- Spotlight
- My guardian
- My guardian- the next chapter
- Seeking Faith
- The last day
MajesticFilms
Their aesthetics are lovely, they make a lot of visually pleasing machinima. I admire their editing.
- Paper Boats
- Arsonist's Lullaby
- Sounds of Silence
- Machinima playlist
ViNtAgELovv11
Still works on videos now and I adore their work, been around for 10 years and only continuing to improve. I believe their most known series wou lkd have to be wasteland but please check out their newer works too!
- Scum City
- Wasteland
- Wonderland
- Runaway
- ROADS
There are so much more and i might make a pt.2 or something along those lines one day since this ask is getting long. But I also have a list of simmers and series on my navigation page if you want to search through some more works.
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symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include behind-the-scenes on Hidden Folks, an interview about the Coin-Operated Americans book, interviews from E3, and much more.
Well, am back from Los Angeles, attending E3, which was - well - not that different that anyone might expect. Lots of hype and excitement for large AAA games, most of which do have guns all over them (looking forward to more Tim Rogers dispatches like this from Kotaku!), a somewhat overcrowded E3 itself thanks to the consumer influx, and enough games for everyone to be excited about at least one.
For me, that Super Mario Odyssey trailer was enough for me to pre-order the game to play with my son - and finally work out how to get a Switch, which is coming in a couple of weeks. [Sidebar: it's actually a bit crazy how much Nintendo was being counted out by many - including perhaps me. Then, whomp, two games later (new Zelda, new Mario) they're the belle of the ball again.]
But that's why E3 works as high drama, soap opera, and metacommentary hub of the year for video games - we've all got a hot take, and hot takes are king. (Also why there's not a GREAT deal of E3 coverage in this week's VGDC, heh. Not that we're 'hot take allergic', but you can get that on YouTube & Twitch right now in real-time if you'd like.) Anyway, 'til next time...
- Simon, curator.]
-------------------
Developer Q&A: Balancing storytelling and player choice in Prey (Alex Wiltshire / Gamasutra) "Talos-1 runs on eels. This large space station, setting to Arkane Studios’ recently released emergent sim Prey, deals with its residents’ effluent by sending it to large vats where it’s consumed by the things."
Nintendo of America Boss Fils-Aimé On Comebacks, the Future of the DS and Surviving the Wii U (John Davison / Simon Cox / Glixel) "It's almost exactly a year since we last spoke with Nintendo of America president Reggie Fils-Aimé at E3 2016. On that occasion he was standing fifteen feet above that Disney-like Nintendo E3 booth, which was dedicated solely to the forthcoming The Legend of Zelda: Breath of the Wild."
Why 'Super Mario Maker' Didn’t Kill the Mario Hacking Community (Jess Joho / Motherboard) "Yet, playing hyper-polished feats of design like Super Mario Maker leave some longtime fans of the franchise nostalgic for the days of janky programming, kill screens, and brutal challenge. That's why the heroes of the Super Mario World (SMW) ROM hacking community remain stubbornly alive, even long after the release of an official Nintendo Mario level creator."
Coin-Operated Boys: An Interview with Carly Kocurek (Dan Royles / Nursing Clio) "Carly Kocurek’s Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (Minnesota, 2015) examines the origins of modern video game culture in the “classic” arcade era, spanning the release of Pong in 1972 and the industry’s first major collapse in 1983. She traces the formation of the “technomasculine” during that period, as the arcade became increasingly defined as the province of young men."
How we make a game called Hidden Folks (Adriaan de Jongh / Imgur) "Hey there! I'm Adriaan, one of the two developers behind Hidden Folks, a game for smartphones and computers in which you search for hidden folks in hand-drawn, interactive, miniature landscapes by unfurling tent flaps, cutting through bushes, slamming doors, and poking crocodiles!"
Offworld Trading Company: An RTS Without Guns (Soren Johnson / GDC / YouTube) "In this 2017 Game Developers Conference talk, Mohawk Games' Soren Johnson dives into strategy game history to explain how he and his team developed Offworld Trading Company, a strategy game with little combat."
These Maps Reveal the Hidden Structures of ‘Choose Your Own Adventure’ Books (Sarah Laskow / Atlas Obscura) "Reading a “Choose Your Own Adventure” book can feel like being lost in a maze and running through twists and turns only to find dead ends, switchbacks, and disappointment. In the books—for those not familiar with them—you read until you come to a decision point, which prompts you to flip to another page, backward or forward."
A Falconer Enters the World of Video Games (Simon Parkin / New Yorker) "The story of how Nricco Iseppi, a master falconer, came to Riot Games has, among the company’s staff, acquired the malleability of myth. According to one scriptwriter, it began when Riot had an orange grove planted on its multimillion-dollar campus, in Los Angeles, a place already bristling with perks and mod cons."
Interview: “Rez” creator Tetsuya Mizuguchi’s unusual life evolves humanity (Staff / Denfaminicogamer) "One midnight, during an internal office chat at the Denfaminicogamer editorial department were the words “They’re crazy.” This was right at the end of 2016 after PS VR was released. As it were, the editorial departments odd excitement resulted in an impulsive interview about VR Contents “Rez Infinite” at the end of last year. This article is a written version of that insane seven hours interview. [SIMON'S NOTE: the translation isn't perfect, but this interview is AMAZING - you rarely see Japanese creators asked historical questions in this kind of depth.]"
The Garden Ages | Myst series (Sam Zucchi / Heterotopias) "How do the linking books in Myst read? These books are, in-universe, written out in the alphabet and language of a dead civilization. The text details the world that the writer wishes to visit: an island is described, its qualities delineated in some detail, and a linking pane appears on the first page, ready to literally transport the reader to the object described."
The RPG Scrollbars: In search of urban fantasy (Richard Cobbett / RockPaperShotgun) "There’s a real urban fantasy gap in the gaming industry, and it’s never made much sense. We see a thousand Tolkienesque fantasy games a minute (rough napkin calculation) and the future’s typically so bright, even the lens flares need shades. Yet when it comes to that line where the mundane meets the magical, mostly what we’ve had for the last few years is false hope."
E3 Was Different This Year, And It Wasn’t Just The Crowds (Nathan Grayson / Kotaku) "It’s the first day of E3. I’m walking the show floor—or more accurately, oozing across it, slug-like, followed by a trail of my own sweat. I’m shoulder-to-shoulder with swathes of people. Across the way, crowds of people whoop and holler, each of them hoping to win swag they can stuff in their floor-length swag bags. 15,000 new people are in attendance this year. [SIMON'S NOTE: one of the most considered of the 'what's up with E3 this year?' articles.]"
7 examples of accessibility design that developers should study (Richard Moss / Gamasutra) "Games are for everyone. And in recognizing this, ever-increasing numbers of developers are making a point to incorporate more accessibility features and options like remappable controls, configurable subtitles, resizable HUDs, and more."
The big interview: Xbox boss Phil Spencer (Wesley Yin-Poole / Eurogamer) "It was with all this in mind that I sat down with Xbox boss Phil Spencer at the Galen Center in Los Angeles to talk Xbox One X. At £449, I'm not sure who the console is for ("there is a customer out there who's looking for the premium experience"). I fear for Microsoft's first-party studio setup ("I do think we have an opportunity to get better in first-party")."
The State Of Virtual Reality (Brian Crecente / Polygon) "One could argue that the age of virtual reality kicked-off during last year's Game Developers Conference, an event that nearly coincided with the launch of two of the technology's most important head-mounted displays in recent history: the Oculus Rift and the HTC Vive."
EA Boss Andrew Wilson's Vision of Gaming's Future Will Blow Your Mind (John Davison / Glixel) "The intervening years were tumultuous and challenging. Changing the company to deliver on that vision was a bumpy ride, but now 10 years later, Wilson is eager to convey what the new Electronic Arts stands for, and its vision for the future of games. [SIMON'S NOTE: Much snark online for some of the 'vision' in this interview, particularly the Emily Dickinson bit.]"
Ex-Puyo Puyo producer reveals some of the classic puzzler’s earliest prototypes (Kishi / Retronauts) "Last week, Compile founder Moo Niitani announced two previously unreleased works from the defunct developer’s glory days on MSX2 computers. Later this month, Dominon and Dominon X are both coming to Project EGG, D4 Enterprise’s prolific download service for old Japanese computer games."
Don't Change a Thing! The Challenges of Evolving Solitaire (Russell Carroll / GDC / YouTube) "In this 2017 GDC session, MobilityWare's Russell Carroll shares the experience of updating Solitaire for a modern mobile audience, and what features they were able to update while grappling with intense resistance to any changes made to the core game.  [SIMON'S NOTE: I've known Russell - who used to run indie site GameTunnel - for a LONG time, and this talk is as much about management philosophy as it is solitaire - it's super well-considered.]"
Young Men Are Playing Video Games Instead of Getting Jobs. That's OK. (For Now.) (Peter Suderman / Reason) "Video games, like work, are basically a series of quests comprised of mundane and repetitive tasks: Receive an assignment, travel to a location, overcome some obstacles, perform some sort of search, pick up an item, and then deliver it in exchange for a reward—and, usually, another quest, which starts the cycle all over again. You are not playing the game so much as following its orders. The game is your boss; to succeed, you have to do what it says."
7 roguelikes that every developer should study (Stefanie Fogel / Gamasutra) "With that in mind, we asked developers to name some of their favorite roguelikes - or games in other genres influenced by roguelike mechanics - and the lessons they can teach people today. And, many of these games are free and/or open source, which makes them easy to download, play, and study!"
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include behind-the-scenes on Hidden Folks, an interview about the Coin-Operated Americans book, interviews from E3, and much more.
Well, am back from Los Angeles, attending E3, which was - well - not that different that anyone might expect. Lots of hype and excitement for large AAA games, most of which do have guns all over them (looking forward to more Tim Rogers dispatches like this from Kotaku!), a somewhat overcrowded E3 itself thanks to the consumer influx, and enough games for everyone to be excited about at least one.
For me, that Super Mario Odyssey trailer was enough for me to pre-order the game to play with my son - and finally work out how to get a Switch, which is coming in a couple of weeks. [Sidebar: it's actually a bit crazy how much Nintendo was being counted out by many - including perhaps me. Then, whomp, two games later (new Zelda, new Mario) they're the belle of the ball again.]
But that's why E3 works as high drama, soap opera, and metacommentary hub of the year for video games - we've all got a hot take, and hot takes are king. (Also why there's not a GREAT deal of E3 coverage in this week's VGDC, heh. Not that we're 'hot take allergic', but you can get that on YouTube & Twitch right now in real-time if you'd like.) Anyway, 'til next time...
- Simon, curator.]
-------------------
Developer Q&A: Balancing storytelling and player choice in Prey (Alex Wiltshire / Gamasutra) "Talos-1 runs on eels. This large space station, setting to Arkane Studios’ recently released emergent sim Prey, deals with its residents’ effluent by sending it to large vats where it’s consumed by the things."
Nintendo of America Boss Fils-Aimé On Comebacks, the Future of the DS and Surviving the Wii U (John Davison / Simon Cox / Glixel) "It's almost exactly a year since we last spoke with Nintendo of America president Reggie Fils-Aimé at E3 2016. On that occasion he was standing fifteen feet above that Disney-like Nintendo E3 booth, which was dedicated solely to the forthcoming The Legend of Zelda: Breath of the Wild."
Why 'Super Mario Maker' Didn’t Kill the Mario Hacking Community (Jess Joho / Motherboard) "Yet, playing hyper-polished feats of design like Super Mario Maker leave some longtime fans of the franchise nostalgic for the days of janky programming, kill screens, and brutal challenge. That's why the heroes of the Super Mario World (SMW) ROM hacking community remain stubbornly alive, even long after the release of an official Nintendo Mario level creator."
Coin-Operated Boys: An Interview with Carly Kocurek (Dan Royles / Nursing Clio) "Carly Kocurek’s Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (Minnesota, 2015) examines the origins of modern video game culture in the “classic” arcade era, spanning the release of Pong in 1972 and the industry’s first major collapse in 1983. She traces the formation of the “technomasculine” during that period, as the arcade became increasingly defined as the province of young men."
How we make a game called Hidden Folks (Adriaan de Jongh / Imgur) "Hey there! I'm Adriaan, one of the two developers behind Hidden Folks, a game for smartphones and computers in which you search for hidden folks in hand-drawn, interactive, miniature landscapes by unfurling tent flaps, cutting through bushes, slamming doors, and poking crocodiles!"
Offworld Trading Company: An RTS Without Guns (Soren Johnson / GDC / YouTube) "In this 2017 Game Developers Conference talk, Mohawk Games' Soren Johnson dives into strategy game history to explain how he and his team developed Offworld Trading Company, a strategy game with little combat."
These Maps Reveal the Hidden Structures of ‘Choose Your Own Adventure’ Books (Sarah Laskow / Atlas Obscura) "Reading a “Choose Your Own Adventure” book can feel like being lost in a maze and running through twists and turns only to find dead ends, switchbacks, and disappointment. In the books—for those not familiar with them—you read until you come to a decision point, which prompts you to flip to another page, backward or forward."
A Falconer Enters the World of Video Games (Simon Parkin / New Yorker) "The story of how Nricco Iseppi, a master falconer, came to Riot Games has, among the company’s staff, acquired the malleability of myth. According to one scriptwriter, it began when Riot had an orange grove planted on its multimillion-dollar campus, in Los Angeles, a place already bristling with perks and mod cons."
Interview: “Rez” creator Tetsuya Mizuguchi’s unusual life evolves humanity (Staff / Denfaminicogamer) "One midnight, during an internal office chat at the Denfaminicogamer editorial department were the words “They’re crazy.” This was right at the end of 2016 after PS VR was released. As it were, the editorial departments odd excitement resulted in an impulsive interview about VR Contents “Rez Infinite” at the end of last year. This article is a written version of that insane seven hours interview. [SIMON'S NOTE: the translation isn't perfect, but this interview is AMAZING - you rarely see Japanese creators asked historical questions in this kind of depth.]"
The Garden Ages | Myst series (Sam Zucchi / Heterotopias) "How do the linking books in Myst read? These books are, in-universe, written out in the alphabet and language of a dead civilization. The text details the world that the writer wishes to visit: an island is described, its qualities delineated in some detail, and a linking pane appears on the first page, ready to literally transport the reader to the object described."
The RPG Scrollbars: In search of urban fantasy (Richard Cobbett / RockPaperShotgun) "There’s a real urban fantasy gap in the gaming industry, and it’s never made much sense. We see a thousand Tolkienesque fantasy games a minute (rough napkin calculation) and the future’s typically so bright, even the lens flares need shades. Yet when it comes to that line where the mundane meets the magical, mostly what we’ve had for the last few years is false hope."
E3 Was Different This Year, And It Wasn’t Just The Crowds (Nathan Grayson / Kotaku) "It’s the first day of E3. I’m walking the show floor—or more accurately, oozing across it, slug-like, followed by a trail of my own sweat. I’m shoulder-to-shoulder with swathes of people. Across the way, crowds of people whoop and holler, each of them hoping to win swag they can stuff in their floor-length swag bags. 15,000 new people are in attendance this year. [SIMON'S NOTE: one of the most considered of the 'what's up with E3 this year?' articles.]"
7 examples of accessibility design that developers should study (Richard Moss / Gamasutra) "Games are for everyone. And in recognizing this, ever-increasing numbers of developers are making a point to incorporate more accessibility features and options like remappable controls, configurable subtitles, resizable HUDs, and more."
The big interview: Xbox boss Phil Spencer (Wesley Yin-Poole / Eurogamer) "It was with all this in mind that I sat down with Xbox boss Phil Spencer at the Galen Center in Los Angeles to talk Xbox One X. At £449, I'm not sure who the console is for ("there is a customer out there who's looking for the premium experience"). I fear for Microsoft's first-party studio setup ("I do think we have an opportunity to get better in first-party")."
The State Of Virtual Reality (Brian Crecente / Polygon) "One could argue that the age of virtual reality kicked-off during last year's Game Developers Conference, an event that nearly coincided with the launch of two of the technology's most important head-mounted displays in recent history: the Oculus Rift and the HTC Vive."
EA Boss Andrew Wilson's Vision of Gaming's Future Will Blow Your Mind (John Davison / Glixel) "The intervening years were tumultuous and challenging. Changing the company to deliver on that vision was a bumpy ride, but now 10 years later, Wilson is eager to convey what the new Electronic Arts stands for, and its vision for the future of games. [SIMON'S NOTE: Much snark online for some of the 'vision' in this interview, particularly the Emily Dickinson bit.]"
Ex-Puyo Puyo producer reveals some of the classic puzzler’s earliest prototypes (Kishi / Retronauts) "Last week, Compile founder Moo Niitani announced two previously unreleased works from the defunct developer’s glory days on MSX2 computers. Later this month, Dominon and Dominon X are both coming to Project EGG, D4 Enterprise’s prolific download service for old Japanese computer games."
Don't Change a Thing! The Challenges of Evolving Solitaire (Russell Carroll / GDC / YouTube) "In this 2017 GDC session, MobilityWare's Russell Carroll shares the experience of updating Solitaire for a modern mobile audience, and what features they were able to update while grappling with intense resistance to any changes made to the core game.  [SIMON'S NOTE: I've known Russell - who used to run indie site GameTunnel - for a LONG time, and this talk is as much about management philosophy as it is solitaire - it's super well-considered.]"
Young Men Are Playing Video Games Instead of Getting Jobs. That's OK. (For Now.) (Peter Suderman / Reason) "Video games, like work, are basically a series of quests comprised of mundane and repetitive tasks: Receive an assignment, travel to a location, overcome some obstacles, perform some sort of search, pick up an item, and then deliver it in exchange for a reward—and, usually, another quest, which starts the cycle all over again. You are not playing the game so much as following its orders. The game is your boss; to succeed, you have to do what it says."
7 roguelikes that every developer should study (Stefanie Fogel / Gamasutra) "With that in mind, we asked developers to name some of their favorite roguelikes - or games in other genres influenced by roguelike mechanics - and the lessons they can teach people today. And, many of these games are free and/or open source, which makes them easy to download, play, and study!"
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include behind-the-scenes on Hidden Folks, an interview about the Coin-Operated Americans book, interviews from E3, and much more.
Well, am back from Los Angeles, attending E3, which was - well - not that different that anyone might expect. Lots of hype and excitement for large AAA games, most of which do have guns all over them (looking forward to more Tim Rogers dispatches like this from Kotaku!), a somewhat overcrowded E3 itself thanks to the consumer influx, and enough games for everyone to be excited about at least one.
For me, that Super Mario Odyssey trailer was enough for me to pre-order the game to play with my son - and finally work out how to get a Switch, which is coming in a couple of weeks. [Sidebar: it's actually a bit crazy how much Nintendo was being counted out by many - including perhaps me. Then, whomp, two games later (new Zelda, new Mario) they're the belle of the ball again.]
But that's why E3 works as high drama, soap opera, and metacommentary hub of the year for video games - we've all got a hot take, and hot takes are king. (Also why there's not a GREAT deal of E3 coverage in this week's VGDC, heh. Not that we're 'hot take allergic', but you can get that on YouTube & Twitch right now in real-time if you'd like.) Anyway, 'til next time...
- Simon, curator.]
-------------------
Developer Q&A: Balancing storytelling and player choice in Prey (Alex Wiltshire / Gamasutra) "Talos-1 runs on eels. This large space station, setting to Arkane Studios’ recently released emergent sim Prey, deals with its residents’ effluent by sending it to large vats where it’s consumed by the things."
Nintendo of America Boss Fils-Aimé On Comebacks, the Future of the DS and Surviving the Wii U (John Davison / Simon Cox / Glixel) "It's almost exactly a year since we last spoke with Nintendo of America president Reggie Fils-Aimé at E3 2016. On that occasion he was standing fifteen feet above that Disney-like Nintendo E3 booth, which was dedicated solely to the forthcoming The Legend of Zelda: Breath of the Wild."
Why 'Super Mario Maker' Didn’t Kill the Mario Hacking Community (Jess Joho / Motherboard) "Yet, playing hyper-polished feats of design like Super Mario Maker leave some longtime fans of the franchise nostalgic for the days of janky programming, kill screens, and brutal challenge. That's why the heroes of the Super Mario World (SMW) ROM hacking community remain stubbornly alive, even long after the release of an official Nintendo Mario level creator."
Coin-Operated Boys: An Interview with Carly Kocurek (Dan Royles / Nursing Clio) "Carly Kocurek’s Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (Minnesota, 2015) examines the origins of modern video game culture in the “classic” arcade era, spanning the release of Pong in 1972 and the industry’s first major collapse in 1983. She traces the formation of the “technomasculine” during that period, as the arcade became increasingly defined as the province of young men."
How we make a game called Hidden Folks (Adriaan de Jongh / Imgur) "Hey there! I'm Adriaan, one of the two developers behind Hidden Folks, a game for smartphones and computers in which you search for hidden folks in hand-drawn, interactive, miniature landscapes by unfurling tent flaps, cutting through bushes, slamming doors, and poking crocodiles!"
Offworld Trading Company: An RTS Without Guns (Soren Johnson / GDC / YouTube) "In this 2017 Game Developers Conference talk, Mohawk Games' Soren Johnson dives into strategy game history to explain how he and his team developed Offworld Trading Company, a strategy game with little combat."
These Maps Reveal the Hidden Structures of ‘Choose Your Own Adventure’ Books (Sarah Laskow / Atlas Obscura) "Reading a “Choose Your Own Adventure” book can feel like being lost in a maze and running through twists and turns only to find dead ends, switchbacks, and disappointment. In the books—for those not familiar with them—you read until you come to a decision point, which prompts you to flip to another page, backward or forward."
A Falconer Enters the World of Video Games (Simon Parkin / New Yorker) "The story of how Nricco Iseppi, a master falconer, came to Riot Games has, among the company’s staff, acquired the malleability of myth. According to one scriptwriter, it began when Riot had an orange grove planted on its multimillion-dollar campus, in Los Angeles, a place already bristling with perks and mod cons."
Interview: “Rez” creator Tetsuya Mizuguchi’s unusual life evolves humanity (Staff / Denfaminicogamer) "One midnight, during an internal office chat at the Denfaminicogamer editorial department were the words “They’re crazy.” This was right at the end of 2016 after PS VR was released. As it were, the editorial departments odd excitement resulted in an impulsive interview about VR Contents “Rez Infinite” at the end of last year. This article is a written version of that insane seven hours interview. [SIMON'S NOTE: the translation isn't perfect, but this interview is AMAZING - you rarely see Japanese creators asked historical questions in this kind of depth.]"
The Garden Ages | Myst series (Sam Zucchi / Heterotopias) "How do the linking books in Myst read? These books are, in-universe, written out in the alphabet and language of a dead civilization. The text details the world that the writer wishes to visit: an island is described, its qualities delineated in some detail, and a linking pane appears on the first page, ready to literally transport the reader to the object described."
The RPG Scrollbars: In search of urban fantasy (Richard Cobbett / RockPaperShotgun) "There’s a real urban fantasy gap in the gaming industry, and it’s never made much sense. We see a thousand Tolkienesque fantasy games a minute (rough napkin calculation) and the future’s typically so bright, even the lens flares need shades. Yet when it comes to that line where the mundane meets the magical, mostly what we’ve had for the last few years is false hope."
E3 Was Different This Year, And It Wasn’t Just The Crowds (Nathan Grayson / Kotaku) "It’s the first day of E3. I’m walking the show floor—or more accurately, oozing across it, slug-like, followed by a trail of my own sweat. I’m shoulder-to-shoulder with swathes of people. Across the way, crowds of people whoop and holler, each of them hoping to win swag they can stuff in their floor-length swag bags. 15,000 new people are in attendance this year. [SIMON'S NOTE: one of the most considered of the 'what's up with E3 this year?' articles.]"
7 examples of accessibility design that developers should study (Richard Moss / Gamasutra) "Games are for everyone. And in recognizing this, ever-increasing numbers of developers are making a point to incorporate more accessibility features and options like remappable controls, configurable subtitles, resizable HUDs, and more."
The big interview: Xbox boss Phil Spencer (Wesley Yin-Poole / Eurogamer) "It was with all this in mind that I sat down with Xbox boss Phil Spencer at the Galen Center in Los Angeles to talk Xbox One X. At £449, I'm not sure who the console is for ("there is a customer out there who's looking for the premium experience"). I fear for Microsoft's first-party studio setup ("I do think we have an opportunity to get better in first-party")."
The State Of Virtual Reality (Brian Crecente / Polygon) "One could argue that the age of virtual reality kicked-off during last year's Game Developers Conference, an event that nearly coincided with the launch of two of the technology's most important head-mounted displays in recent history: the Oculus Rift and the HTC Vive."
EA Boss Andrew Wilson's Vision of Gaming's Future Will Blow Your Mind (John Davison / Glixel) "The intervening years were tumultuous and challenging. Changing the company to deliver on that vision was a bumpy ride, but now 10 years later, Wilson is eager to convey what the new Electronic Arts stands for, and its vision for the future of games. [SIMON'S NOTE: Much snark online for some of the 'vision' in this interview, particularly the Emily Dickinson bit.]"
Ex-Puyo Puyo producer reveals some of the classic puzzler’s earliest prototypes (Kishi / Retronauts) "Last week, Compile founder Moo Niitani announced two previously unreleased works from the defunct developer’s glory days on MSX2 computers. Later this month, Dominon and Dominon X are both coming to Project EGG, D4 Enterprise’s prolific download service for old Japanese computer games."
Don't Change a Thing! The Challenges of Evolving Solitaire (Russell Carroll / GDC / YouTube) "In this 2017 GDC session, MobilityWare's Russell Carroll shares the experience of updating Solitaire for a modern mobile audience, and what features they were able to update while grappling with intense resistance to any changes made to the core game.  [SIMON'S NOTE: I've known Russell - who used to run indie site GameTunnel - for a LONG time, and this talk is as much about management philosophy as it is solitaire - it's super well-considered.]"
Young Men Are Playing Video Games Instead of Getting Jobs. That's OK. (For Now.) (Peter Suderman / Reason) "Video games, like work, are basically a series of quests comprised of mundane and repetitive tasks: Receive an assignment, travel to a location, overcome some obstacles, perform some sort of search, pick up an item, and then deliver it in exchange for a reward—and, usually, another quest, which starts the cycle all over again. You are not playing the game so much as following its orders. The game is your boss; to succeed, you have to do what it says."
7 roguelikes that every developer should study (Stefanie Fogel / Gamasutra) "With that in mind, we asked developers to name some of their favorite roguelikes - or games in other genres influenced by roguelike mechanics - and the lessons they can teach people today. And, many of these games are free and/or open source, which makes them easy to download, play, and study!"
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include behind-the-scenes on Hidden Folks, an interview about the Coin-Operated Americans book, interviews from E3, and much more.
Well, am back from Los Angeles, attending E3, which was - well - not that different that anyone might expect. Lots of hype and excitement for large AAA games, most of which do have guns all over them (looking forward to more Tim Rogers dispatches like this from Kotaku!), a somewhat overcrowded E3 itself thanks to the consumer influx, and enough games for everyone to be excited about at least one.
For me, that Super Mario Odyssey trailer was enough for me to pre-order the game to play with my son - and finally work out how to get a Switch, which is coming in a couple of weeks. [Sidebar: it's actually a bit crazy how much Nintendo was being counted out by many - including perhaps me. Then, whomp, two games later (new Zelda, new Mario) they're the belle of the ball again.]
But that's why E3 works as high drama, soap opera, and metacommentary hub of the year for video games - we've all got a hot take, and hot takes are king. (Also why there's not a GREAT deal of E3 coverage in this week's VGDC, heh. Not that we're 'hot take allergic', but you can get that on YouTube & Twitch right now in real-time if you'd like.) Anyway, 'til next time...
- Simon, curator.]
-------------------
Developer Q&A: Balancing storytelling and player choice in Prey (Alex Wiltshire / Gamasutra) "Talos-1 runs on eels. This large space station, setting to Arkane Studios’ recently released emergent sim Prey, deals with its residents’ effluent by sending it to large vats where it’s consumed by the things."
Nintendo of America Boss Fils-Aimé On Comebacks, the Future of the DS and Surviving the Wii U (John Davison / Simon Cox / Glixel) "It's almost exactly a year since we last spoke with Nintendo of America president Reggie Fils-Aimé at E3 2016. On that occasion he was standing fifteen feet above that Disney-like Nintendo E3 booth, which was dedicated solely to the forthcoming The Legend of Zelda: Breath of the Wild."
Why 'Super Mario Maker' Didn’t Kill the Mario Hacking Community (Jess Joho / Motherboard) "Yet, playing hyper-polished feats of design like Super Mario Maker leave some longtime fans of the franchise nostalgic for the days of janky programming, kill screens, and brutal challenge. That's why the heroes of the Super Mario World (SMW) ROM hacking community remain stubbornly alive, even long after the release of an official Nintendo Mario level creator."
Coin-Operated Boys: An Interview with Carly Kocurek (Dan Royles / Nursing Clio) "Carly Kocurek’s Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (Minnesota, 2015) examines the origins of modern video game culture in the “classic” arcade era, spanning the release of Pong in 1972 and the industry’s first major collapse in 1983. She traces the formation of the “technomasculine” during that period, as the arcade became increasingly defined as the province of young men."
How we make a game called Hidden Folks (Adriaan de Jongh / Imgur) "Hey there! I'm Adriaan, one of the two developers behind Hidden Folks, a game for smartphones and computers in which you search for hidden folks in hand-drawn, interactive, miniature landscapes by unfurling tent flaps, cutting through bushes, slamming doors, and poking crocodiles!"
Offworld Trading Company: An RTS Without Guns (Soren Johnson / GDC / YouTube) "In this 2017 Game Developers Conference talk, Mohawk Games' Soren Johnson dives into strategy game history to explain how he and his team developed Offworld Trading Company, a strategy game with little combat."
These Maps Reveal the Hidden Structures of ‘Choose Your Own Adventure’ Books (Sarah Laskow / Atlas Obscura) "Reading a “Choose Your Own Adventure” book can feel like being lost in a maze and running through twists and turns only to find dead ends, switchbacks, and disappointment. In the books—for those not familiar with them—you read until you come to a decision point, which prompts you to flip to another page, backward or forward."
A Falconer Enters the World of Video Games (Simon Parkin / New Yorker) "The story of how Nricco Iseppi, a master falconer, came to Riot Games has, among the company’s staff, acquired the malleability of myth. According to one scriptwriter, it began when Riot had an orange grove planted on its multimillion-dollar campus, in Los Angeles, a place already bristling with perks and mod cons."
Interview: “Rez” creator Tetsuya Mizuguchi’s unusual life evolves humanity (Staff / Denfaminicogamer) "One midnight, during an internal office chat at the Denfaminicogamer editorial department were the words “They’re crazy.” This was right at the end of 2016 after PS VR was released. As it were, the editorial departments odd excitement resulted in an impulsive interview about VR Contents “Rez Infinite” at the end of last year. This article is a written version of that insane seven hours interview. [SIMON'S NOTE: the translation isn't perfect, but this interview is AMAZING - you rarely see Japanese creators asked historical questions in this kind of depth.]"
The Garden Ages | Myst series (Sam Zucchi / Heterotopias) "How do the linking books in Myst read? These books are, in-universe, written out in the alphabet and language of a dead civilization. The text details the world that the writer wishes to visit: an island is described, its qualities delineated in some detail, and a linking pane appears on the first page, ready to literally transport the reader to the object described."
The RPG Scrollbars: In search of urban fantasy (Richard Cobbett / RockPaperShotgun) "There’s a real urban fantasy gap in the gaming industry, and it’s never made much sense. We see a thousand Tolkienesque fantasy games a minute (rough napkin calculation) and the future’s typically so bright, even the lens flares need shades. Yet when it comes to that line where the mundane meets the magical, mostly what we’ve had for the last few years is false hope."
E3 Was Different This Year, And It Wasn’t Just The Crowds (Nathan Grayson / Kotaku) "It’s the first day of E3. I’m walking the show floor—or more accurately, oozing across it, slug-like, followed by a trail of my own sweat. I’m shoulder-to-shoulder with swathes of people. Across the way, crowds of people whoop and holler, each of them hoping to win swag they can stuff in their floor-length swag bags. 15,000 new people are in attendance this year. [SIMON'S NOTE: one of the most considered of the 'what's up with E3 this year?' articles.]"
7 examples of accessibility design that developers should study (Richard Moss / Gamasutra) "Games are for everyone. And in recognizing this, ever-increasing numbers of developers are making a point to incorporate more accessibility features and options like remappable controls, configurable subtitles, resizable HUDs, and more."
The big interview: Xbox boss Phil Spencer (Wesley Yin-Poole / Eurogamer) "It was with all this in mind that I sat down with Xbox boss Phil Spencer at the Galen Center in Los Angeles to talk Xbox One X. At £449, I'm not sure who the console is for ("there is a customer out there who's looking for the premium experience"). I fear for Microsoft's first-party studio setup ("I do think we have an opportunity to get better in first-party")."
The State Of Virtual Reality (Brian Crecente / Polygon) "One could argue that the age of virtual reality kicked-off during last year's Game Developers Conference, an event that nearly coincided with the launch of two of the technology's most important head-mounted displays in recent history: the Oculus Rift and the HTC Vive."
EA Boss Andrew Wilson's Vision of Gaming's Future Will Blow Your Mind (John Davison / Glixel) "The intervening years were tumultuous and challenging. Changing the company to deliver on that vision was a bumpy ride, but now 10 years later, Wilson is eager to convey what the new Electronic Arts stands for, and its vision for the future of games. [SIMON'S NOTE: Much snark online for some of the 'vision' in this interview, particularly the Emily Dickinson bit.]"
Ex-Puyo Puyo producer reveals some of the classic puzzler’s earliest prototypes (Kishi / Retronauts) "Last week, Compile founder Moo Niitani announced two previously unreleased works from the defunct developer’s glory days on MSX2 computers. Later this month, Dominon and Dominon X are both coming to Project EGG, D4 Enterprise’s prolific download service for old Japanese computer games."
Don't Change a Thing! The Challenges of Evolving Solitaire (Russell Carroll / GDC / YouTube) "In this 2017 GDC session, MobilityWare's Russell Carroll shares the experience of updating Solitaire for a modern mobile audience, and what features they were able to update while grappling with intense resistance to any changes made to the core game.  [SIMON'S NOTE: I've known Russell - who used to run indie site GameTunnel - for a LONG time, and this talk is as much about management philosophy as it is solitaire - it's super well-considered.]"
Young Men Are Playing Video Games Instead of Getting Jobs. That's OK. (For Now.) (Peter Suderman / Reason) "Video games, like work, are basically a series of quests comprised of mundane and repetitive tasks: Receive an assignment, travel to a location, overcome some obstacles, perform some sort of search, pick up an item, and then deliver it in exchange for a reward—and, usually, another quest, which starts the cycle all over again. You are not playing the game so much as following its orders. The game is your boss; to succeed, you have to do what it says."
7 roguelikes that every developer should study (Stefanie Fogel / Gamasutra) "With that in mind, we asked developers to name some of their favorite roguelikes - or games in other genres influenced by roguelike mechanics - and the lessons they can teach people today. And, many of these games are free and/or open source, which makes them easy to download, play, and study!"
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include behind-the-scenes on Hidden Folks, an interview about the Coin-Operated Americans book, interviews from E3, and much more.
Well, am back from Los Angeles, attending E3, which was - well - not that different that anyone might expect. Lots of hype and excitement for large AAA games, most of which do have guns all over them (looking forward to more Tim Rogers dispatches like this from Kotaku!), a somewhat overcrowded E3 itself thanks to the consumer influx, and enough games for everyone to be excited about at least one.
For me, that Super Mario Odyssey trailer was enough for me to pre-order the game to play with my son - and finally work out how to get a Switch, which is coming in a couple of weeks. [Sidebar: it's actually a bit crazy how much Nintendo was being counted out by many - including perhaps me. Then, whomp, two games later (new Zelda, new Mario) they're the belle of the ball again.]
But that's why E3 works as high drama, soap opera, and metacommentary hub of the year for video games - we've all got a hot take, and hot takes are king. (Also why there's not a GREAT deal of E3 coverage in this week's VGDC, heh. Not that we're 'hot take allergic', but you can get that on YouTube & Twitch right now in real-time if you'd like.) Anyway, 'til next time...
- Simon, curator.]
-------------------
Developer Q&A: Balancing storytelling and player choice in Prey (Alex Wiltshire / Gamasutra) "Talos-1 runs on eels. This large space station, setting to Arkane Studios’ recently released emergent sim Prey, deals with its residents’ effluent by sending it to large vats where it’s consumed by the things."
Nintendo of America Boss Fils-Aimé On Comebacks, the Future of the DS and Surviving the Wii U (John Davison / Simon Cox / Glixel) "It's almost exactly a year since we last spoke with Nintendo of America president Reggie Fils-Aimé at E3 2016. On that occasion he was standing fifteen feet above that Disney-like Nintendo E3 booth, which was dedicated solely to the forthcoming The Legend of Zelda: Breath of the Wild."
Why 'Super Mario Maker' Didn’t Kill the Mario Hacking Community (Jess Joho / Motherboard) "Yet, playing hyper-polished feats of design like Super Mario Maker leave some longtime fans of the franchise nostalgic for the days of janky programming, kill screens, and brutal challenge. That's why the heroes of the Super Mario World (SMW) ROM hacking community remain stubbornly alive, even long after the release of an official Nintendo Mario level creator."
Coin-Operated Boys: An Interview with Carly Kocurek (Dan Royles / Nursing Clio) "Carly Kocurek’s Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade (Minnesota, 2015) examines the origins of modern video game culture in the “classic” arcade era, spanning the release of Pong in 1972 and the industry’s first major collapse in 1983. She traces the formation of the “technomasculine” during that period, as the arcade became increasingly defined as the province of young men."
How we make a game called Hidden Folks (Adriaan de Jongh / Imgur) "Hey there! I'm Adriaan, one of the two developers behind Hidden Folks, a game for smartphones and computers in which you search for hidden folks in hand-drawn, interactive, miniature landscapes by unfurling tent flaps, cutting through bushes, slamming doors, and poking crocodiles!"
Offworld Trading Company: An RTS Without Guns (Soren Johnson / GDC / YouTube) "In this 2017 Game Developers Conference talk, Mohawk Games' Soren Johnson dives into strategy game history to explain how he and his team developed Offworld Trading Company, a strategy game with little combat."
These Maps Reveal the Hidden Structures of ‘Choose Your Own Adventure’ Books (Sarah Laskow / Atlas Obscura) "Reading a “Choose Your Own Adventure” book can feel like being lost in a maze and running through twists and turns only to find dead ends, switchbacks, and disappointment. In the books—for those not familiar with them—you read until you come to a decision point, which prompts you to flip to another page, backward or forward."
A Falconer Enters the World of Video Games (Simon Parkin / New Yorker) "The story of how Nricco Iseppi, a master falconer, came to Riot Games has, among the company’s staff, acquired the malleability of myth. According to one scriptwriter, it began when Riot had an orange grove planted on its multimillion-dollar campus, in Los Angeles, a place already bristling with perks and mod cons."
Interview: “Rez” creator Tetsuya Mizuguchi’s unusual life evolves humanity (Staff / Denfaminicogamer) "One midnight, during an internal office chat at the Denfaminicogamer editorial department were the words “They’re crazy.” This was right at the end of 2016 after PS VR was released. As it were, the editorial departments odd excitement resulted in an impulsive interview about VR Contents “Rez Infinite” at the end of last year. This article is a written version of that insane seven hours interview. [SIMON'S NOTE: the translation isn't perfect, but this interview is AMAZING - you rarely see Japanese creators asked historical questions in this kind of depth.]"
The Garden Ages | Myst series (Sam Zucchi / Heterotopias) "How do the linking books in Myst read? These books are, in-universe, written out in the alphabet and language of a dead civilization. The text details the world that the writer wishes to visit: an island is described, its qualities delineated in some detail, and a linking pane appears on the first page, ready to literally transport the reader to the object described."
The RPG Scrollbars: In search of urban fantasy (Richard Cobbett / RockPaperShotgun) "There’s a real urban fantasy gap in the gaming industry, and it’s never made much sense. We see a thousand Tolkienesque fantasy games a minute (rough napkin calculation) and the future’s typically so bright, even the lens flares need shades. Yet when it comes to that line where the mundane meets the magical, mostly what we’ve had for the last few years is false hope."
E3 Was Different This Year, And It Wasn’t Just The Crowds (Nathan Grayson / Kotaku) "It’s the first day of E3. I’m walking the show floor—or more accurately, oozing across it, slug-like, followed by a trail of my own sweat. I’m shoulder-to-shoulder with swathes of people. Across the way, crowds of people whoop and holler, each of them hoping to win swag they can stuff in their floor-length swag bags. 15,000 new people are in attendance this year. [SIMON'S NOTE: one of the most considered of the 'what's up with E3 this year?' articles.]"
7 examples of accessibility design that developers should study (Richard Moss / Gamasutra) "Games are for everyone. And in recognizing this, ever-increasing numbers of developers are making a point to incorporate more accessibility features and options like remappable controls, configurable subtitles, resizable HUDs, and more."
The big interview: Xbox boss Phil Spencer (Wesley Yin-Poole / Eurogamer) "It was with all this in mind that I sat down with Xbox boss Phil Spencer at the Galen Center in Los Angeles to talk Xbox One X. At £449, I'm not sure who the console is for ("there is a customer out there who's looking for the premium experience"). I fear for Microsoft's first-party studio setup ("I do think we have an opportunity to get better in first-party")."
The State Of Virtual Reality (Brian Crecente / Polygon) "One could argue that the age of virtual reality kicked-off during last year's Game Developers Conference, an event that nearly coincided with the launch of two of the technology's most important head-mounted displays in recent history: the Oculus Rift and the HTC Vive."
EA Boss Andrew Wilson's Vision of Gaming's Future Will Blow Your Mind (John Davison / Glixel) "The intervening years were tumultuous and challenging. Changing the company to deliver on that vision was a bumpy ride, but now 10 years later, Wilson is eager to convey what the new Electronic Arts stands for, and its vision for the future of games. [SIMON'S NOTE: Much snark online for some of the 'vision' in this interview, particularly the Emily Dickinson bit.]"
Ex-Puyo Puyo producer reveals some of the classic puzzler’s earliest prototypes (Kishi / Retronauts) "Last week, Compile founder Moo Niitani announced two previously unreleased works from the defunct developer’s glory days on MSX2 computers. Later this month, Dominon and Dominon X are both coming to Project EGG, D4 Enterprise’s prolific download service for old Japanese computer games."
Don't Change a Thing! The Challenges of Evolving Solitaire (Russell Carroll / GDC / YouTube) "In this 2017 GDC session, MobilityWare's Russell Carroll shares the experience of updating Solitaire for a modern mobile audience, and what features they were able to update while grappling with intense resistance to any changes made to the core game.  [SIMON'S NOTE: I've known Russell - who used to run indie site GameTunnel - for a LONG time, and this talk is as much about management philosophy as it is solitaire - it's super well-considered.]"
Young Men Are Playing Video Games Instead of Getting Jobs. That's OK. (For Now.) (Peter Suderman / Reason) "Video games, like work, are basically a series of quests comprised of mundane and repetitive tasks: Receive an assignment, travel to a location, overcome some obstacles, perform some sort of search, pick up an item, and then deliver it in exchange for a reward—and, usually, another quest, which starts the cycle all over again. You are not playing the game so much as following its orders. The game is your boss; to succeed, you have to do what it says."
7 roguelikes that every developer should study (Stefanie Fogel / Gamasutra) "With that in mind, we asked developers to name some of their favorite roguelikes - or games in other genres influenced by roguelike mechanics - and the lessons they can teach people today. And, many of these games are free and/or open source, which makes them easy to download, play, and study!"
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes