I finally wrote an exhaustive review of Katawa Shoujo, the visual romance novel set in a facility for disabled teens (you may recall I first covered it back in 2010, exploring the cultural genesis of such an unusual idea). Over the past few weeks since the fan-made game’s made its long awaited launch, tons of you have been mailing and tweeting to see if I’d played the final version, so now here you are.
Category Archives: IGF
Annoying Players On Purpose
It’s the biggest perceived “issue” with what people generally call art games — they’re counter-intuitive or inscrutable, players get frustrated, and then they don’t buy that artist’s line that the emotions they’re feeling are part of the intended experience.
The sensation that a designer has intentionally withheld his or her intention from a player’s reach often makes them feel tricked, excluded and frustrated. I’m the sort of player who likes to analyze what the designer is trying to get me to think and feel — and even I feel annoyed by games that punish me.
As it turns out, the problem with some of those games isn’t that they made me feel bad. It’s that I didn’t understand why they did. I learned this by talking to Douglas Wilson from the Copenhagen Game Collective about the group’s surprisingly fascinating philosophy of “abusive” game design.
The designers in the collective work in the discomfort zone because it’s a way of starting a conversation between the player and the designer. Ultimately, their work seems to see games partially as frameworks for interaction between people, not as the interaction themselves. It’s really thought-provoking: Read the interview!
Congrats Bee

Congrats to my former supervisor, favorite drunk-texting buddy and longtime friend Brandon Boyer on being named Chairman of the IGF. Brandon is the indisputable king of champions for our indie community and absolutely no one deserves it more.
Post-GDC Mega Catch-Up, Yeah!
Well, I’ve been home for a few days from GDC — every year it’s an amazing, inspiring and invigorating time. I got to see Jason Rohrer discuss his new DS game, Diamond Trust of London (but Brandon Boyer’s writeup of Rohrer’s Sleep is Death is far more interesting than my article); he was talking alongside Molleindustria’s Paolo Pedercini, whom you know I adore.

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