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One Hour One Life
"a multiplayer survival game of parenting and civilization building by Jason Rohrer"

"This game is about playing one small part in a much larger story. You only live an hour, but time and space in this game is infinite. You can only do so much in one lifetime, but the tech tree in this game will take hundreds of generations to fully explore. This game is also about family trees. Having a mother who takes care of you as a baby, and hopefully taking care of a baby yourself later in life. And your mother is another player. And your baby is another player. Building something to use in your lifetime, but inevitably realizing that, in the end, what you build is not for YOU, but for your children and all the countless others that will come after you. Proudly using your grandfather's ax, and then passing it on to your own grandchild as the end of your life nears. And looking at each life as a unique story. I was this kid born in this situation, but I eventually grew up. I built a bakery near the wheat fields. Over time, I watched my grandparents and parents grow old and die. I had some kids of my own along the way, but they are grown now... and look at my character now! She's an old woman. What a life passed by in this little hour of mine. After I die, this life will be over and gone forever. I can be born again, but I can never live this unique story again. Everything's changing. I'll be born as a different person in a different place and different time, with another unique story to experience in the next hour..."

"The thinking behind One Hour One Life [a YouTube playlist]

"How to Deal With A Crisis of Meaning" (The School of Life)

"Bonsai: the Endless Ritual | Extraordinary Rituals | Earth Unplugged"

"Power of the Market - The Pencil"

"Primitive Technology: Forge Blower"

"The Game Design Challenge 2011: Bigger Than Jesus Panel at GDC 2011"

"Last Day Dream"

"334 Time Life - Rock A Bye Baby - 1976" "
games  gaming  videogames  jasonrohrer  civilization  parenting  philosophy  gamedesign  small  change  purpose  meaningoflife  meaning  generations  srg  edg 
november 2018 by robertogreco
Stories You Can Win: Margaret Robertson for the Future of StoryTelling 2012 on Vimeo
"Games have always needed stories, says celebrated game designer Margaret Robertson. For many, the first ever videogame was 1962's Space War. It couldn't have been simpler to look at: startlingly abstract wireframes only. Space War could hardly be a smaller story, but it allowed players to make sense of the abstract shapes, of the strange new interaction unfolding before them. And from that point on, games have consistently chased a richer relationship with stories. Technology has always made that hard, though. There were great stories in early games, but ones that you had to sip through the thinnest of straws. Everything we take for granted in other mediums of storytelling was brutally rationed in early gaming.

But now we've beaten those constraints. Modern games have scripts tens of thousands of pages long. They record tens of thousands of lines of dialogue and display perfectly lifelike facial expressions and body movement. Natural language conversations are becoming possible with artificial characters. Some game developers even consider that the artificial creations they make can be meaningfully said to be alive. So does that mean we've cracked story? Not quite. Story is hard. Story is fragile. Story is expensive. Players chew through it fast, and expect it to be endlessly responsive to their actions. Writing one good straight story is hard enough at the best of times. Producing one that's expected to last twenty times as long as most feature films and have a hundred credible endings is next to impossible.

So how do we fix that problem? We fix it by letting games work their own particular magic. Games are engines for making stories. Their rule sets and objectives are mechanisms that engender the things that drive stories—courage, failure, shame, greed, sacrifice, surprise—and gives them context and structure. If you build a captivating world and give players interesting rules, then they'll tell a thousand stories for you. And we fix it by letting games go free range. Whereas you needed to gather round a monolithic PDP-1 to play Space War, now most of us carry one computer in our pocket and another in our backpack. Games are leaking out on to our streets and our parks and our campuses and our beaches, and there is enormous potential to use those environments to tell new kinds of stories. This is what excites Robertson the most as a game designer: being able to give players a stage from which they can start to tell their own stories."
games  videogames  storytelling  2012  gaming  history  margaretrobinson  technology  cyoa  passage  jasonrohrer  spacewar  augmentedreality  play  arg  srg  if  interactivefiction  ar 
september 2014 by robertogreco
Kevin Slavin: Debunking luck
"Pioneering gamer Kevin Slavin takes the PopTech audience on a colorful tour of the history of luck in America, games of chance, gambling and mathematical formulas. "That's amazing, the idea that anything that seems to be built out of chance or instinct or luck can yield to a computational assault.""
2013  kevinslavin  games  play  history  luck  statistics  saschapohflepp  crispinjones  mohansrivastava  shingtat-chung  dariuskazemi  boardgames  gametheory  dice  jacksonlears  stanulam  nicholasmetropolis  georgedyson  computing  johnvonneumann  edwardthorp  teetotums  chance  meritocracy  jasonrohrer  unpredictability  success 
november 2013 by robertogreco
The Castle Doctrine
Full story of what happened to my family in New Mexico (partly inspired The Castle Doctrine).

Voluntary Simplicity
November 2011 Update
...After living in extremely cheap places for 8 years, I came to realize that these places are extremely cheap for a reason (because people don't want to live there if they can avoid it). So, we flipped our approach on its head and asked the opposite question: if we could live anywhere in the world with no constraints, where would we live? The answer, after some research and a visit, was Davis, California. Utopia, but it's real (along ever conceivable axis, no joke). Now all we have to do is figure out how to afford a house here.
jasonrohrer  crime  selfdefense  guns  newmexico 
august 2013 by ek1.618
On Why I Will Never Play The Castle Doctrine | this cage is worms
The way Jason talks about this stuff is creepy, this post does a good job of separating his fantasy from actual crime statistics.
castledoctrine  games  indiegames  indie  jasonrohrer  violence  america  selfdefense  assault  robbery  crime  ideology  statistics 
july 2013 by Nachimir
Impressions, Part 2: Jason Rohrer’s The Castle Doctrine | Rock, Paper, Shotgun
Right then. Now I’ve had a little catharsis by revealing how home invasion-themed MMO The Castle Doctrine made me feel, I want to talk a little more about its mechanics. There are two major ‘game’ aspects to it. One is building your home and its defences – though the two are part and parcel – and the other is trying to make your way around rival players’ DIY fortresses.
jasonrohrer  games 
march 2013 by markogara
Impressions, Part 1: Jason Rohrer’s The Castle Doctrine | Rock, Paper, Shotgun
The Castle Doctrine, the upcoming game from Passage and Sleep Is Death creator Jason Rohrer, is an indie MMO about criminals invading your home, and you invading their homes. A combination of base-building and puzzle-solving, it’s also an examination of how it feels to be both victim and villain. I’ve spent some time with an early version of the game.
jasonrohrer  games 
march 2013 by markogara
the Brindle Brothers: Interview: Jason Rohrer wants you to come home and find your family dead
"You’ve worked on your house, you’ve worked for your family. And then you come back home, you find a hole in your wall, and one of your family members dead. I want that to happen to you."
games  videogames  mmos  jasonrohrer  guns  gunculture  firearms  robbery  burglary  pathology  society  culture 
march 2013 by Nachimir
Rohrer's blood diamonds: Three years, two publishers and a garage full of games | The Verge
On the long road Jason Rohrer had to travel to get Diamond Trust published. Most interesting to me is his reported disinterest in the subject of blood diamonds, despite the fact that the game is about them.
JasonRohrer  blooddiamonds  ethics  games  video  art  publishing  from instapaper
august 2012 by kaeru
Print - The Video-Game Programmer Saving Our 21st-Century Souls - Esquire
Still one of the best articles on the young medium we call "games", feat Jason Rohrer. Worth rereading every year or so
art  culture  design  future  games  jasonrohrer  avantgarde  emotion  best  cool 
march 2012 by avocade
Diamond Trust of London
A month later, I finally listened to the music for 's game and it's actually super good:
games  indie  jasonrohrer  from twitter_favs
august 2011 by ek1.618

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