Indie Video Games

edited April 2010 in Games
I have a request of you all.

A while ago, Mario (I think) posted a link to Jason Rohrer's game "Passage." I liked it a lot and now I routinely use it in my classes to teach the video game medium.

As I've gone forward in grad school, I've started to develop a niche of study--new media, which includes comics and video games. Now, this April, I'm going to be presenting at an education conference in Michigan about ways that teachers can inexpensively use video games in their classrooms.

Passage is great because it's free, graphically low-key, short, and tries to tell a story using the unique features of the medium. What I'm asking of you all is this: do you know of any other indie games that are like this? I'm going to use Passage as my main example but I'd like to also include a list of other indie games that might have classroom application to teach students about the medium and its place in culture. Also a possibility are games that you can get from Steam, because I'm going to talk about that as well. But the ideal game will be kinda short-ish, will run on school computers, and is free or nearly free. Any ideas?
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Comments

  • edited February 2010
    Simple free indie games are easy enough to find (I was literally just playing one), but the problem is that I don't know what sort of thing you're looking for in the way of classroom usability.
  • edited February 2010
    Yeah, that is hard to put into words.

    But, maybe this will help: I'm thinking of games that could be considered literary or artistic, that is, they have something profound to say (or at least they think they do) OR alternately, that they utilize very specifically some unique aspect of video games to function.

    So, for example, part of what Passage does is that it tries to remind the player of death, the futility of life, and the passage of time. It uses the interactivity of the medium to put the player FULLY into the persona of the main character so the player feels the death more personally.

    Either of those. Does that help at all?
  • edited February 2010
    Well... I don't know how much this counts, but you should look into playing Silent Hill (whatever was the newest one for the wii). It bounces back between exploring, escaping, and psychology therapy sessions. The game psychologically analyzes your answers from the therapy sessions (kind of), and uses the information to change the characters you interact with in the game and how you see the enemies. It attempts to play off of your personality to make the game scarier/ more appropriate to your personality, and even very subtly changes the game's entire story. It also gives you a little personalized psychological analysis for you in the end, which, eh... was slightly accurate I guess. I just liked the idea of a game changing based on how you play: what you look at when you control the camera, what/where you explore in the game, what your personal opinions are concerning relationships, family, etc... just a very neat concept. I really hope more games are made in this style in the future.

    Andrew, these games are fairly popular on newgrounds, but have you ever heard of the "Color my world" series on newgrounds? Here's a link to just one of them... if you go to "Submissions by Silverstitch" on the left side of the page you can see some of the other "Colour my.." games he's made. I would definitely consider those games artistic. The point is not to beat the game, it is to explore the game's environment and to go through it slowly, seeing the little things in the world that can bring joy to you (or at least the character you play).

    Yeah, the games are cheesy, probably an attempt to be romantic. I think it's similar enough to Passage that you could look into using the game as another example though.

    If I think of any other games you might like for this, I'll be sure to post them here.
  • edited February 2010
    It costs a dollaaar, and I hope you paaay.

    This is actually a really really really damn good top down shooting game. If you have a 360 and you don't own this game, then fuck you too.
  • edited February 2010
    Judith is another fun short game I found. The game makes neat use of repetitive actions for story advancement by way of the character having dreams running parallel with a distant past, yielding the means of advancement. Very simple gameplay, but a cool method of storytelling.

    I've been playing a lot of Captain Forever lately. It's a browser-based spaceship shooter game with a twist: you can pull the pieces of downed enemy ships with the mouse and attach them to your own ship to augment weapons, thruster and armor. The game works in a backstory to explain the cyclical nature of the gameplay. Basically you try to advance as far as possible (advancement being measured by the classes of enemy ships you take out). It's a rewarding system, and the drag-and-drop mechanics for upgrading are novel and allow for a lot of freedom in ship design. Gets wickedly difficult when you start reaching Hotel and India-class ships.
  • edited February 2010
    Okay, Captain Forever is cool. BUT DAMN IT PISSES ME OFF. I want time to rebuild my ship, but every time I kill something big and want to redesign a bunch of little fuckers swoop in and I have to either abandon all the new parts or get blasted apart.
  • edited February 2010
    After sleeping on it, this made me think of my first play-through of Cave Story. There is a point where one Curly Brace sacrifices herself to save you. She can be saved, but my first time I did not know how to do it and ultimately left her behind. I felt terrible about it. Other mediums along the lines of film can establish an attachment to characters, but how many of them leave these sort of decisions in the audience's hands? Since it was ME who left her there to die, I actually felt really guilty about it. The impact of the loss was a lot bigger.
  • edited February 2010
    Awesome, I'll check that out too. You're exactly right... the medium can do these amazing things with connecting the player to what's going on, and it seems like so few developers really push that aspect of it.

    And Judith was perfect.. that's pretty much exactly what I'm looking for. Games that are somewhat short, do something interesting with the medium, and don't take a lot of skill to get through.
  • edited February 2010
    Stuff you can play in-browser:
    Grave*
    Platonic Archetypes of Dice
    Theatrics
    Missing*

    Downloads
    Fuck Oregon let's go find El Dorado
    Glum Buster
    And Everything Started to Fall*

    I can probably dredge up more, I have a shitload of game blog and devlog RSS feeds that I follow. For your purposes I think you're going to really want to check out the ones I put asterisks by, but the others I think are along the lines of what you're looking for (except maybe El Dorado). A lot of stuff that Cactusdoes is great for this, he cranks out games like a machine

    Also notable is something Cactus did with Arthur Lee, Dungeon, a game the two of them programmed intentionally to have bugs, different bugs depending on the computer it was played on.

    Hell, anything Arthur posts on The Pretentious Indie Gamer Scene should be some good fodder to look through too.

    By the by, you gonna be anywhere near Flint in the near future?
  • edited February 2010
    Okay, Captain Forever is cool. BUT DAMN IT PISSES ME OFF. I want time to rebuild my ship, but every time I kill something big and want to redesign a bunch of little fuckers swoop in and I have to either abandon all the new parts or get blasted apart.

    Sometimes you just have to cut and run. If I've got enough thrust I'll sometimes slap pieces onto my ship haphazardly, rocket a safe distance away from attackers and regroup. This tactic is nearly impossible when you reach Kilo-class though.
  • edited February 2010
    Yeah, don't get the impression that I don't like this game. It's great fun.

    Just... difficult. If you get a totally kickass ship at some point in the future you should show me.
  • edited February 2010
    This one turned out pretty well! I just took it for a spin and got to Juliet before being annihilated. I'll try to find more of my saved ships (I usually post the best ones to Twitter).

    EDIT: This one's even better. It's got Juilet-class guns! I accidentally placed a turret on the right side that fires spread shots, so you might need to relocate that or else it shoots itself up a bit.

    Heh, going through my Twitter archive yielded another game I made for myself out of Captain Forever: capturing enemy ships within your hull!
  • edited February 2010
    Wait... you can save your ships? What?
  • edited February 2010
    I don't recall how long you have to play, but if you survive to a certain point, then after death you'll see a screen allowing you to generate URLs for Twitter, Facebook and the like.

    Just bought the full version of the game last night, Captain Successor! Looks much more in-depth in terms of strategy and variety of ship parts.
  • edited February 2010
    Post for screens later if you will.

    I'm thinking about getting it, but I'm not very good at it, and I don't want to spend 20 bucks on a game I'll never get anywhere with.
  • edited February 2010
    I'm also a little bummed that you can progressively save your ships. It seems like if you start out with a link to a preconstructed ship, you can't save again... you can only save if you start out with nothing. The idea of starting out from nothing and getting up to Kilo-class stuff is really daunting.
  • edited February 2010
    The ship save is just to show off your creations. Kilo-class is definitely attainable! It all comes down to key building decisions made early in the game, since it's often difficult to tear down and rebuild when a cache of new ship supplies comes along. My strategy is to build two wings outward from the command module and add additional layers from behind, allowing for an array of decently-protected thrust modules. My only problem is that it's hard to build a protective layer in the front, since you have to keep moving the lasers forward.

    Captain Successor is insane/awesome! It's got energy shields and burst thrusts. ^__^
  • edited February 2010
    I'm getting better, made a decent ship. I would've done better had a blue ship not dragged all the parts from another blue ship while running away.

    Edit: Decent Ship II.
  • edited February 2010
    Captain Forever eating my free time for serious. It's all Mario's fault.

    I even found that it was handy to design a ship with a big scoop on the front of the ship so after blasting something I could just pull some choice pieces into my scoop and fly away with them. In the future I think I will replace the scoop with a empty space in the middle of the ship if I can. drop scattered bits into it and leave them free-floating until I find time to work on the ship.
  • edited February 2010
    The Game

    (No, not that one!)
  • edited February 2010
    The scoop design also comes in handy to envelop enemy ships and blast 'em away. I'll usually circle around to a side of their ship that isn't armed, interlock with the ship and fire at will.

    Captain Successor has a surprising depth in terms of custom configuration. It's sometimes difficult to decide what type of ship to build. Still, a fun adventure, and the varieties of ship parts make for cool diverse designs.
  • edited February 2010
    Night Lord wrote: »
    The Game

    (No, not that one!)
    Well, it's better than WarioWare, I'll give it that.
  • edited February 2010
    I've done this once or twice in Captain Forever, where you build a scoop and carry pieces with you, but you take the nonviolent ships from behind, and place your extra pieces in such a way that they can't escape, effectively incorporating them into your ship as a gun and lowering the spawn rate by one.
  • edited February 2010
    Huh, that's pretty clever. Particularly if you got a higher level ship that just didn't happen to have guns in the back or sides. Neat.
  • edited February 2010
    Successor is really hard.
  • edited April 2010
    Necrothreading, but for a reason. I wanted to say a big thank you to everyone who contributed to this thread. I gave my presentation last Saturday and I had quite a large audience for such a small conference (about 40 people). Afterward several people came to talk to me about how much they liked the presentation. One woman even asked if I could email her my outline so she could use it in attempting to get the administration to allow these games in the classroom! So, I'd judge that as a success. =D
  • edited April 2010
    I really hope I made a game with zombies in it was in there.
  • edited April 2010
    Glad it went well! What games did you showcase?
  • edited April 2010
    Well, I only demonstrated a bit of Passage since I didn't have a lot of time. But I included Grave, And Everything Started to Fall, and Judith. I also linked to the Pretentious Indie Gamer Scene, increpare's website, and Cactusquid's website.