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    Archived pages: 283 . Archive date: 2013-11.

  • Title: Molleindustria - Radical Games
    Descriptive info: .. ABOUT.. BLOG.. PRESS.. GIGS.. CONTACTS.. TWITTER.. UNMANNED.. A day in the life of a drone pilot.. PHONE STORY.. The dark side of smartphone manufacturing.. EVERY DAY THE.. SAME DREAM.. A game about alienation and refusal of labor.. OILIGARCHY.. Be the protagonist of the petroleum era.. MCDONALD'S VIDEOGAME.. An anti-advergame for the fast food industry.. THE FREE.. CULTURE GAME.. A playable theory about the struggle between free culture and copyright.. FAITH FIGHTER.. Religious hate has never been so much fun.. GAME DEFINITIONS.. A randomly generated definition of game.. INSIDE A DEAD SKYSCRAPER.. A music video game for the song "The building" by Jesse Stiles.. LEAKY WORLD.. An  ...   in this odd world.. OPERATION: PEDOPRIEST.. Cover-up the sex scandals, restore the faith.. ORGASM SIMULATOR.. Faking is loving.. RUN JESUS RUN.. a.. k.. a.. the 10 second gospel.. TUBOFLEX.. Flexibility through the tube.. MEMORY RELOADED:.. THE DOWNFALL.. A matching game for these unstable times.. WELCOME TO THE DESERT OF THE REAL.. Reverse propaganda machinima.. MAYDAY NETPARADE.. Virtual May Day Parade for the precarious workers.. KOSMOSIS.. An arcade game from an alternate socialist universe.. TAMATIPICO.. Your virtual flexworker.. ARCADE BIKE POLO.. An old school game for a brand new sport.. IN ITALIANO.. La vecchia homepage con i giochi in italiano.. Molleindustria - Radical Games Against the Tyranny of entertainment..

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  • Title: Molleindustria | Radical Games Against the Tyranny of Entertainment
    Descriptive info: Molleindustria.. Radical Games Against the Tyranny of Entertainment.. HOME.. July 2, 2013.. Designing Games to Understand Complexity.. This is a transcript of a workshop I conducted together with.. Liam Burke.. at the.. Allied Media Conference.. in June 2013.. The workshop is meant to be a very basic introduction to system thinking via games targeted toward grassroots activists.. It uses a simple.. fishery simulation available here.. as example.. Continue reading.. Written by.. paolo.. Comments Off.. Posted in.. education.. ,.. events.. games.. The Fishing Game.. The unimaginatively called Fishing game was designed for the 2013 Allied Media Conference.. It s meant to be played, discussed and modded in a interactive workshop context.. The.. companion presentation can be found here.. In order to play the game you need:.. Exactly 4 players.. About 30 money bits decorative marbles will work.. About 30 fish bits Swedish fish candies work perfectly.. The printable materials below:.. Fishing Game Rules.. Fishing Game materials.. to be printed on 4 Letter sized card stock sheets (black and white).. June 10, 2013.. Allied Media Conference Games Lineup.. Next week I ll be in Detroit at the Allied Media Conference.. The conference track Imagining Better Futures Through Play looks dense and exciting, with a strong focus around DIY gamemaking and inclusivity.. You still have 5 days to back our indiegogo campaign, the proceeds will cover travel and lodging costs for the presenters.. Here are some session highlights, the full schedule is here.. here.. Animation in Art Digital Storytelling.. SATURDAY JUNE 22, 9:00am 10:30am.. The tools to create games and stories on the computer are more accessible than ever before, but this technological method of creative expression can seem challenging.. This workshop aims to demystify a powerful element of digital storytelling: Animation.. Through simple, effective examples using inexpensive, easy-to-use software, participants will learn a technical skill that they can use in their own projects and even teach to others.. By lowering the barriers of entry to digital storytelling, we will begin to see more thematic, cultural and aesthetic diversity in games, media and audiences.. Presenters:.. Sagan Yee Dames Making Games.. Effective Games for Outreach Education.. We will explore ways play and games can be a tool to change a group’s basic understanding of a topic.. We will give a brief overview of effective and not-so-effective techniques to create your own group games, and emphasize making simple, physical games to use for outreach and or education.. A brief discussion will empower participants with the basic skills needed to start making their own games, followed by a fun session of game playing.. Participants walk away with game creation guidelines applicable in their own communities.. Ben Norskov, Ida Bennedetto, Mohini Dutta.. Antidote Games.. Video Games Cartoons With Scratch!.. SATURDAY JUNE 22, 2013: 2:00pm 3:30pm.. We ll use Scratch, the drag-and-drop programming environment developed by MIT for kids.. We ll show you how to get started making your own games and animated cartoons.. As kids we don t have to be just consumers: we can be creators, too!.. Lisa Williams Data for Radicals.. Clayton Dewey.. Making Games for Social Change.. SATURDAY JUNE 22, 2013 4:00pm 5:30pm.. This session will be a quick and dirty game design intensive.. Participants will be broken into small teams organized around social issues and target audiences they care about.. They will be taken through a four-part co-design process, which will result in a game concept and paper prototype.. The four-part process will entail the following steps: 1) getting at core values, 2) cracking the culture code, 3) unearthing systems thinking, and 4) designing a board game.. Participants will pitch their final concepts Pecha Kutcha-style, and vote on the best game.. Heidi Boisvert futurePerfect lab.. The Beautiful Game: SJ Soccer.. SATURDAY JUNE 22, 2013.. 4:00pm 5:30pm.. In today’s world, where sports are often hyper-aggressive and stress winning at all costs, is it possible to honor cooperation and inclusivity over competition and elitism? Is it possible to inject principles of social justice into the beautiful game ? We will examine alternative models for healthier, more inclusive, socially just sports through a soccer framework.. Participants will walk away with a framework for implementing community-based social justice sports programs and tactics for engaging youth in conscious sports.. Workshop will be followed by a game reflective of the values discussed.. Dania Cabello Left Wing FC, Guerilla Educator.. Antonio Crisostomo-Romo L.. A.. Futbolistas, California State University Long Beach.. Emmanuel Ortiz Left Wing TC.. Martin Macias Jr.. Chicago Fair Trade, University of Illinois at Chicago.. Making Your Game for Free or Less.. SUNDAY JUNE 23, 2013: SUN 3:00PM 4:30pm.. It s one thing to design a game that challenges and reshapes narratives, but it s another task to actually make that game available to people.. In this session, we ll discuss techniques for producing a game on a shoestring budget, including crowdsourcing funds and doing your own publishing and distribution.. Participants will come away with the knowledge necessary to become their own publishers and take their games from concept to production.. Liam Burke Liwanag Press.. Greg Austic Austic Labs.. Make Your First Videogame!.. FRIDAY JUNE 21, 2013: FRI 9:00am 10:30am.. Have you ever wanted to make a video game but didn’t know where to start or how to code? This hands-on workshop is dedicated to giving you an introduction to the world of game making.. We’ll be using Stencyl – an easy-to-learn, free, drag drop software – to literally snap the blocks of your first game together! Programming skills or previous games experience are not required for this workshop.. Rebecca Cohen Palacios Pixelles.. Making Personal Videogames With Twine.. FRIDAY JUNE 21, 2013: FRI 2:00pm 3:30pm.. Digital games have a unique capacity for telling personal stories and challenging systems of oppression.. But the skills to make videogames are notoriously gatekept.. In this workshop, we ll explain how to use a software called Twine.. Twine is a free program for making branching hypertext stories, sort of like the Choose Your Own Adventure books of the nineties.. By the end of the workshop, everyone will have made a videogame from their personal experience.. anna anthropy.. merritt kopas.. Designing Games to Understand Complexity.. FRIDAY JUNE 21, 2013: 4:00pm 5:30pm.. How can we tell the story of a dysfunctional food system? How can we understand the roots of a rich-getting-richer class dynamic? How can we grasp the nuances and the shared responsibilities of an energy crisis? Some issues seem to have way too many moving parts to be reduced to personal stories or linear cause-and-effect relationships.. That s where games and simulations can help! By playing and making games we can take a step out of the social systems we inhabit, conceptualize them as a whole, identify the conflicting forces in play, and envision better systems.. Paolo Pedercini Molleindustria.. *Top image stolen from Dames Making Games.. April 17, 2013.. Notes on Tax Evaders.. I ve been asked to design and develop a small game for a Space Invaders-themed campaign against corporate tax evasion.. The result is.. Tax Evaders.. , an iteration of the original arcade classic with excellent Amiga-era pixel art by.. James Biddulph.. and sound design by.. Ashton Morris.. The week before Tax Day (April 15) the game has been projected guerrilla-style against corporate offices and banks in various cities around the States, together with other light interventions by groups in the post-Occupy Wall Street galaxy.. The campaign, coordinated with a Twitter bombing against the main evaders accounts, was quite successful.. I d love to see more games (digital or not) in public spaces as enablers of playful protest.. However, the game itself leaves a lot to be desired.. Changing the narrative surface of classic arcade games has been the default strategy for games with an agenda since they existed.. Take a well known gameplay and simply replace text and graphic elements to reference some real world relationships.. In fact Tax Evaders could be seen as the latest example of a tax-themed Space Invaders genre:.. John Kerry: Tax invaders.. an official game by the GOP from 2004.. Yes, it s a head of G.. W.. Bush shooting at taxes.. The complementary John McCain Pork invaders from 2008.. Alright: so the pigs represent pork barrel spendings which are… oh whatever….. This is a straightforward gameplay-as-metaphor approach I always cautioned against, not only because it s unlikely to produce a compelling game (the game will probably be as interesting as the original, only 20 or 30 years later) but also because it doesn t take into account that the meaning of a game emerges from the complex, often ambiguous, interplay between the narrative/visual surface and the underlying game mechanics.. Rule systems are meaningful or have, at least, certain biases.. There are aspects of the Space Invaders gameplay that can t be changed by simply replacing sprites: the conflict is a Manichean good vs evil one, the enemy is foreign, and the only way to confront the invasion is by using military force.. In his book Persuasive Games Ian Bogost.. notes.. how these specific characteristics are consistent with the conservative ideological frame (taxation as theft, government as external entity ), but they can hardly support a progressive, non militaristic, non reductionist argument.. Different ideas require different forms.. Tax Evaders has a few twists: corporations move upwards from the city, metaphorically avoiding their responsibilities toward society; buildings representing social services are not destroyed by direct attacks like the green shields in the original game and are instead restored by tax revenues, and so on.. But the military metaphor is still there and it s a lousy representation of collective action.. Moreover, the game does something I always tried to avoid in molleindustria games, which is proposing a fantasy of power for disempowered subjects.. El Lissitzky Beat the whites with the red wedge (1919).. Classic piece of constructivist art from the Soviet revolution (the whites are the counter-revolutionary forces).. Images of struggle have always been a part of the iconography of social movements: they can be galvanizing and they can support the idea that it s.. ok.. to see certain people and organizations as opponents with interests that are incompatible with yours.. But I fear that.. playing.. a virtual revolution may have a cathartic, soothing effect.. Especially in a moment in which the issue of economic inequality has been raised, the.. problems have been identified by a large part of the population.. and the frustration from not being able to translate this sentiment into political change is widespread.. March 11, 2013.. Videogames of the oppressed vs oppressive games.. This is my second post on Empyre, a longstanding discussion list for artists, programmers, and curators of new media art.. The theme of the month is “Videogames and Art: Incite/Insight”.. You can check the March archive.. Here I talk about Molleindustria in relation to the context in which it started (almost 10 years ago) and the current trend of gamification.. This is meant to be a conversation starter, not an essay.. Molleindustria is a project about games and ideology, it s a bit of art, media activism, research, and agitp[r]op.. The idea is to apply the culture jamming/tactical media (remember tactical media?) treatment to videogames: speading radical memes and, in the process, challenging the language of power, the infrastructures, the modes, genres and tropes of the dominant discourse which was omnipresent in videogame culture.. The half joke is that I came up with Molleindustria because I failed at starting my own television.. In the early zerozero mid Berlusconian age we had pirate TV stations popping up in all the major Italian cities in what came to be known as the Telestreet movement.. It wasn t just television with radical content, but a radically different way of making television.. There was a nice medium-is-the-message / form-follows-content thing going on, resonating with software, net.. art and hacker culture as well.. There was this idea that the political sphere was boundless: something we do, and we are subject to, every day and every moment.. The half-naked show girls on prime time television, the charming millionaires of the soap opera Dallas, the software, the protocols, the fantasies coming from the booming-and-busting Silicon Valley were no less political than the occasional vote or the sanctioned spaces for political debate.. And, of course, the demonstrations in the streets, the boycotts, the occupations, the strikes….. I am very familiar with.. Gonzalo Frasca s work.. which was previously mentioned on this list and from which I borrow the title of this post.. I launched the project in 2003, the same year.. September 12th.. came out and he started to write about.. videogames with an agenda.. with Ian Bogost.. One thing I share with both of them is the idea that videogames are representational media.. They are always about things.. There is, of course, a gradient of abstraction in that a game like SimCity is unquestionably about cities (or gardening) while a game like Tetris is about more general themes such as order vs disorder, control optimization, or the tragicomical limits of human cognition.. The less abstract are the games, the more they tend to be problematic and fall under scrutiny.. There is a lot of literature discussing the urbanist ideas advanced by SimCity or the portrayal of contemporary and historical conflicts in first person shooters or strategy games.. To interpret a game and to make games that mean something, people use a variety of approaches.. Some aspects can be tackled with traditional storytelling and narratology.. For example, later this week, pop-feminist Anita Sarkeesian will launch the first installment of Tropes vs women in games , an online video series dissecting the representation of women in videogames (edit:.. now released.. ).. However, there are aspects of games that can t be fully understood by simply breaking down characters and plots.. Games, simulations and interactive media are systems of rules, and these rules produce meaning as well: they define the relationships between the purely representational bits (images, sounds, text…) and the agency of the players within the system.. To be honest, we are still trying to figure out how this procedural rhetoric actually works and how people interpret these texts with so many moving parts.. But that s the  ...   Roleplaying Food Justice.. Making Revolutionary Video Games with Verbs.. Open Source Virtual Worlds.. Classic Board Games for Creative Action.. Science of the Oppressed as Artivism.. Imagining Better Futures through Play intends to discuss all types of games, whether they re tabletop, electronic, movement-based, role-playing, etc.. Session proposals are due March 8, 2013 on AMPtalk (.. http://talk.. alliedmedia.. org/.. Game on!.. December 29, 2012.. Molleindustria s Top Games of 2012.. In no particular order.. Dys4ia.. There have been a few overtly autobiographical games in recent years (.. Jason Roher s Gravitation.. Papo and Yo.. come to my mind) but nothing has been as direct and vivid as Dys4ia.. Anna Anthropy s playable diary revolves around her experience with hormone replacement therapy.. Every chapter is a minimal game that cleverly employs low-level systems of interactions (controls, collisions, movements in space, micro-challenges and so on) to express a range of visceral states like frustration, stress, humiliation or relief.. Beside being a powerful piece in itself, Dys4ia is also a perfect proof of concept for Anna s book.. Rise of the Videogame Zinesters.. a passionate call to embrace game-making as mean of empowerment and self-expression.. And we are not talking about the narcissistic kind of self-expression, or the bourgeoisie idea of investigating the human condition through the Author s personal journey.. Anna s experience is still quite uncommon, not often told, and hotly contested.. The idea of a multitude of DIY game makers performing their identity through games, connecting with their communities with games, speaking.. in.. games, is the ultimate challenge against a games industry that is still unacceptably white, male and privileged.. The personal is always political, but in some cases more than others.. Link.. Proteus.. The commercial success of.. Dear Esther.. this year proved the mainsteam palatability of.. not-games.. , a loose category of game-like works not centered around rigid goals.. In most not-games the lack of gameplay has to be balanced with a high quality storytelling, a powerful soundtrack and a visually stunning environment to make the exploration intrinsically rewarding.. Like Dear Esther, Proteus is a first-person exploration game set on an island, but that s where the similarity ends: you won t find an elaborate spatial narration, ultimately linear like a Disneyland ride; you won t traverse a beautiful photorealistic landscape, ultimately dead like a Hollywood set.. Ed Key and David Kanaga s creation is a colorful, highly stylized synesthetic universe to explore freely in time and space.. Walking into a spring shower will add a layer to the droney soundscape, approaching the shore will awake pixelated crabs producing generative percussion For the task-anxious gamer, there s not much to do, beside discovering the rich ecosystems of sounds and witnessing some time-warping magical events.. For everybody else, this is a new way to experience an immersive virtual environment.. Dog Eat Dog.. I instinctively kickstarted this game earlier this year and quickly forgot about it until I met the designer Liam Liwanag Burke at the.. After a couple of intense sessions I completely changed my opinion on role-playing games.. Dog Eat Dog is a story-game, a kind of short-form RPG that doesn t require continuous dice rolling, tedious character creation, tacky miniatures, rummaging through manuals and enduring campaigns.. It doesn t even need a devoted dungeon masters or pre-game preparation since the setting is defined collaboratively.. Dog eat dog provides a simple system to enact a colonization scenario, with one player assuming the role of the colonizers (as a whole) and all the others playing as natives (each one playing one character).. The features of both cultures are negotiated at the beginning and further developed during the game.. Although the author designed the game as a way to reflect about his Pacific Island heritage, there s no built-in historical constraint to the setting: we ve played sci-fi stories reminiscent of Avatar as well as anthropologically-correct fantasy scenarios.. The colonizer tends to take the initiative describing the first contact and forcing the natives to react.. Conflicts are resolved by consensus of, more rarely, by dice rolling.. After each narrative arc the actions of each players are evaluated according to a developing set of rules typically representing the colonizers worldview.. The first rule is always The Natives are inferior to the Colonizers and new ones are added to the list on the basis of the events happened on each scene.. For example a new rule may state that trees are unlimited resources after the colonizers clear-cut an entire forest and dismissed the concerns of the villagers.. A simple economy of tokens makes sure that the conflict is always tense without encouraging excess on each part (you can read a more detailed explanation.. In fact the most interesting stories are the ones in which colonizers are not looking for direct confrontation and the natives are tempted to assimilate.. The ambiguous and fluid gameplay also ensures that no player approaches the game with the.. competitive gamist mindset.. After all, the goal of the game is to develop a meaningful, tragic, compelling story together.. Diamond Trust of London.. Jason Rohrer s long-awaited Nintendo DS game has been penalized by many factors: a long and difficult approval process, an end-of-the-cycle hardware, the unusual 2-player local setup, the grave-sounding theme, and -possibly- the author s reticence to create his own little hype-machine and compete in the increasingly crowded, over-kickstarted, white-noisy indie scene.. It s a shame because Diamond Trust of London is Jason s most elegantly designed game to date.. It plays like a euro-style boardgame: few explicit rules (that you have to know before you start), short game sessions, and a deep mathematical core made more digestible by a recognizable theme.. Instead of the idyllic merchant society of Settlers of Catan or the edulcorated colonialism era of Puerto Rico, Diamond Trust is set in a very precise historical moment: Angola in the year 2000, specifically in the last months before the.. Kimberley Process.. establishes stricter regulations for diamond trade in Africa.. However, you won t be lectured about the ugliness of.. blood diamonds.. and on the nefarious European influence on the continent.. Diamond Trust delivers the message exclusively through a gameplay of deception and bribery.. Diamonds simply appear on the market, money and gems pass from a pocket to another quietly don t ask any questions.. It s a very tight psychological game that presents the world from the cynical, detached perspective of the Homo Economicus.. The harsh reality left out of the simulation is what really matters, but it s also what can t be easily reduced into a formal system.. Little Inferno.. It s hard to believe that three of the most talented and successful independent game developers put so much time and love into a game about watching things burn, collecting magical money, and then buying more things to burn.. Yet, it makes kind of sense that Little Inferno itself is a finely crafted, sophisticated, and utterly pointless piece of technology to be consumed in few hours nihilistic play.. It s a sign of maturity when a cultural form starts to interrogate itself.. Little Inferno is not a game about games in a self-celebratory kind of way, it doesn t drop nostalgic references nor manipulates familiar gaming conventions.. Instead, it forces players to look beyond its fatuous gameplay, beyond the virtual fireplaces.. It point inwards, into the dark heart of 21st century gaming, embodying the compulsive drive to monetization and the behaviorist science of rewards perfected by online gambling corporations like Zynga.. It points outwards, at the larger schemes of planned obsolescence that drive and are driven by the games industry; it points at the social context of games: the fireplace, ancestral center of sociality, which has been replaced by radio, then by television, then by game consoles in an increasingly solitary, mediated and commercialized experience.. Starseed Pilgrim.. In the open-minded, novelty-starved, highly-interconnected indie community, innovative titles rarely go unnoticed.. Yet, this seems the case of Starseed Pilgrim, a dizzyingly clever abstract gardening game lost in an ocean of unremarkable puzzle platformers.. The core gameplay consists in growing convoluted structures in order to reach remote keys while escaping a dark matter devouring the level block by block.. The task involves a lot of planning, seed saving, and quick decision making.. Explaining all the rules and the properties of the seeds would spoil the joy of discovery; after playing for hours I m still finding new mechanics and strategies.. Deceptively minimalist and finely sonified, Starseed Pilgrim is everything I want to see from a puzzle game: emergent gameplay, dazzling depth, playful exploration, and no pre-designed solutions.. Cart Life.. Although technically published in 2011, Richard Hofmeier s magnum opus only started to get noticed this year, after numerous personal endorsements and.. in-depth analysis.. In essence, Cart Life is a working poor life simulation that puts you in the shoes of a single mom or a migrant man trying to make a living as a street vendor while dealing with your troubled personal life.. Cart Life is not an easy game: hard to learn, impossible to master, open and sprawling like no other indie game, frustrating and gloomy.. And yet, it somehow manages to surprise and reward the committed player with fleeting moments of sheer beauty.. The brilliance of Cart Life is in the way it puts storytelling and exploration in direct competition with the brutal resource management gameplay.. There is an economy of material necessity made of debt, logistics, paper napkins inventory, swift espresso-making gestures and a completely separated human economy (in.. David Graeber s terms.. ) of relationship, reputation, love and care.. The numeric, formalized, computational core of the game on one side, and the loose, narrative, player-driven component on the other.. It s a great use of the so-called.. ludo-narrative dissonance.. for an expressive purpose.. It s hard to convince you that Cart Life is worth your time because the feeling of wasting your time is a crucial part of the experience.. Wondering if Cart Life is worth playing is a bit like wondering if certain lives right below the poverty line are worth living.. Yes, they are.. December 13, 2012.. An old school game for a brave new sport.. Don t expect a political punchline: there s none.. Arcade Bike Polo.. was created for.. Fuck This Jam.. , a friendly game making competition organized by.. Vlambeer.. s Rami Ismail.. Panoramical.. creator Fernando Ramallo.. Gameplay and graphics were completed by the end of the week-long jam but I decided to take some extra time to add sound, menus and other non-core features.. Fuck This Jam challenged creators around the world to make a new game in a genre they hated.. From the call:.. Through utter ignorance for conventions and hate for the established rules of a genre, beautiful things will happen.. Although.. beauty.. has never been and will never be a priority a for Molleindustria, parodying/subverting the most obnoxious game genres (management sims, fighting games…) has been a recurring strategy since the inception of the project.. This time around I wanted to try a more direct approach and make a straightforward sport game.. Not a stylized, natively digital multiplayer game like the.. Sportsfriends.. ones (that s definitely not a genre I hate) but instead a digital translation of an existing sport.. The main inspiration for Arcade Bike Polo is Sensible Soccer, a frantic, streamlined and rather hardcore Amiga title from 1992.. Sensible Soccer was a product of that awkward period of gaming history suspended between the symbolic/iconic age (i.. e.. pong) and the forced march toward photo-realism starting from the mid-nineties.. The choice of.. Hardcourt Bike Polo.. was obvious since it s pretty much the only sport I ve ever liked (full disclosure: I m a terrible player).. Moreover, Bike Polo is still not contaminated by rampant commercialization, exploited by cool hunting marketers, nor dominated by jock culture.. On the opposite, it s strongly connected with bicycle advocates, it s decentralized and permeated by a DIY/punk(ish) attitude.. Photo credit: Kyle Casteline.. The beauty of Bike Polo is in being both elegant and messy at the same time.. At first it may appear as a dangerous, clanging wreck of wheels and ski poles, but then comes the realization that hitting a small ball with a section of ABS pipe while riding a bike is not any more absurd than running around bouncing a basketball: it s just a series of artificial constraints from which patterns, tactics and strategies emerge.. I wanted to create a videogame that, without any pretense of simulation and realism , captured some of the core dynamics of the sports.. Namely: the fluidity of action resulting from the lack of fixed roles and from the bikes affordances (you can t instantly stop and change direction), and the asymmetry created by players with one strong side (the one with the mallet).. Some crucial aspects like collisions, wrecks, and dabs are intentionally downplayed or removed to produce a more fluid gameplay.. A real-life polo game tends to have a hobbling kind of flow, with frequent pauses charged with tension, and sudden breakaways; mallet-to-mallet contact (sword fight) is common and frenzied; players get constantly cornered to the side of the court.. These are characteristics you won t find in the game.. Those familiar with bike polo will notice some other artistic licenses: the court is over-sized, there s no distinction between hit and shuffle , it s possible to ride through the goal backward and then score, and so on… each of them would require a justification I d rather spare you.. I hope this silly videogame will introduce Bike Polo to a few uninitiated.. If you are one of them, trust me: the real deal is much more fun.. Chances are there is already a bike polo club in your own town!.. 4.. Comments.. October 23, 2012.. Toward Independence Indiecade 2012.. This is a slightly edited transcript of a short talk I gave at Indiecade 2012.. It was part of the panel Let s Play With the World: Games, Art, Activism and Other Subversions organized by.. Johannes Grenzfurthner.. I added a few minor passages that got cut due to time constraints.. Older posts..

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  • Title: The Best Amendment - molleindustria
    Descriptive info: The Best Amendment.. Home.. An unofficial NRA game about gun control, tactical shooting, and 4th dimensional thinking.. Be the good guy with a gun! Stop the bad guys with guns! But will that make you a bad guy in the eyes of somebody else?.. Explore the complexities of the conservative way of thinking in this unique Massively Single Player Game.. - 2013.. MAC DOWNLOAD.. WIN DOWNLOAD.. This work is licensed under a Creative Common license..

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  • Title: Every day the same dream - molleindustria
    Descriptive info: Every day the same dream.. - December 2009.. Music by.. Jesse Stiles.. Made in 6 days for the Experimental Gameplay Project - theme art game.. The game, except for the music, is licensed under a.. Creative Commons License.. PC executable.. Mac executable..

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  • Title: Inside a Dead Skyscraper - A Music Video Game by Molleindustria + Jesse Stiles
    Descriptive info: Inside a Dead Skyscraper.. A music video game for the song The building by Jesse Stiles.. The song is from the album Target Museum Specific Recordings - 2010.. Buy the vinyl and or mp3.. !.. FAQ (spoiler alert).. What's this all about?.. The game and the song are based on Jesse's brief tenure as a videographer in the partially destroyed buildings surrounding the World Trade Center site.. What is a music video game?.. Ideally, it is meant to be a critical answer to the proliferation of rhythm games  ...   record industry and reinforcing the mythology of the rock star as super-human that common people should identify with.. An alternative approach to the musical game form would link the independent music and independent games scenes.. Indie music games could promote unknown bands to the multi-tasking, hyperactive, interaction-addicted new generations.. They could enhance the listening experience while being autonomous works as the best music videos have been done in the last 30 years.. Is there a way to win or to lose?.. Not really.. Creative Commons.. -.. July 2010..

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  • Title: Leaky World: a playable theory - Molleindustria
    Descriptive info: Content on this page requires a newer version of Adobe Flash Player.. Leaky World: a playable theory.. Made in 10 days as a contribution to the.. Wikileaks stories.. project.. 2010.. Controls.. Arrow keys to move.. Space to cut the connections.. Z to read the full news.. This game is an interactive interpretation of the essay Conspiracy as Governance by Julian Assange, a fundamental document to understand Wikileaks and the concept of radical transparency as strategy for social change.. We published the text below, in its most recent version.. Leaky world.. includes headlines about actual information leaks, mostly but not esclusively related to Wikileaks.. Clicking on the headline pauses the game and opens a browser window on a news article.. Our Preface.. Julian Assange's short essay is an intriguing theory of conspiracy (as opposed to conspiracy theory) that effectively and concisely describes the drama of transnational power in the information age.. It's an obscure, strategical text from 2006 that assumes a new relevance in the light of the massive leaks of 2010.. However, we believe it has several flaws:.. 1).. It is a byproduct of the leftist idea of class consciousness achieved via enlightenment.. The Truth and the power of rational arguments are ultimately going to prevail, Social change can be achieved simply by revealing unjust structures to the ignorant masses.. Resistance emerges spontaneously once the evil is revealed.. What is missing in this worldview are the irrational forces that feed fascisms of all kinds, the apologetic narratives that the relatively-privileged Westerners.. choose.. to believe in order to deal with their complicity in broad exploitative structures and, least but not last, the limits of oppositional / deconstructionist perspectives that don't provide any alternative visions.. See also:.. Dream: Re-imagining Progressive Politics in an Age of Fantasy.. by Stephen Duncombe.. 2).. It is informed by hacker culture and shares with it all the shortcomings of a technocentric thought.. Information and secrecy are certainly key factors, but not the only factors that keep the Power together.. Conversely, it's not the lack of information that inhibits social change, we have massive amounts of data documenting systemic exploitation, inequity, social and environmental devastations.. See also:.. The Hazards of Nerd Supremacy: The Case of WikiLeaks.. by Jaron Lanier.. 3).. It abstracts the concept of authoritarian power too much, ignoring intra-capitalist tensions and the conflicting national and corporate interests that are arguably the main reason for secrecy.. Said that, we are firmly against the criminalization of Wikileaks and its founder.. The proliferation of platforms for whistleblowers and a broad culture of transparency are critical assets for modern democracies.. Conspiracy as Governance.. Julian Assange - me @ iq.. org.. December 3, 2006.. Conspiracy, Conspire: make secret plans jointly to commit a harmful act; working together to bring about a particular result, typically to someone's detriment.. ORIGIN late Middle English : from Old French conspirer, from Latin conspirare agree, plot, from con- together with spirare breathe.. (OED).. The best party is but a kind of conspiracy against the rest of the nation.. (Lord Halifax).. Security gives way to conspiracy.. (Julius Caesar, act 2, sc.. 3.. The soothsayer's message, but Caesar is too busy to look at it).. Introduction.. To radically shift regime behavior we must think clearly and boldly for if we have learned anything, it is that regimes do not want to be changed.. We must think beyond those who have gone before us and discover technological changes that embolden us with ways to act in which our forebears could not.. We must understand the key generative structure of bad governance1 We must develop a way of thinking about this structure that is strong enough to carry us through the mire of competing political moralities and into a position of clarity.. Most importantly, we must use these insights to inspire within us and others a course of ennobling and effective action to replace the structures that lead to bad governance with something better.. Conspiracy as governance in authoritarian regimes.. Where details are known as to the inner workings of authoritarian regimes, we see conspiratorial interactions among the political elite, not merely for preferment or favor within the regime, but as the primary planning methodology behind maintaining or strengthening authoritarian power.. Authoritarian regimes create forces which oppose them by pushing against a people's will to truth, love and self-realization.. Plans which assist authoritarian rule, once discovered, induce further resistance.. Hence such schemes are concealed by successful authoritarian powers until resistance is futile or outweighed by the efficiencies of naked power.. This collaborative secrecy, working to the detriment of a population, is enough to define their behavior as conspiratorial.. Thus it happens in matters of state; for knowing afar off (which it is  ...   out.. Usually the effect runs the other way; it is conspiracy that is the agent of deception and information restriction.. In the US, the programmer's aphorism is sometimes called the Fox News effect.. What does a conspiracy compute?.. It computes the next action of the conspiracy Now we ask the question: how effective is this device? Can we compare it to itself at different times? Is the conspiracy growing stronger or is it weakening? This question asks us to compare two values over time.. Can we find a value that describes the power of a conspiracy?.. We could count the number of conspirators, but that would not capture the key difference between a conspiracy and the individuals which comprise it.. How do they differ? In a conspiracy, individuals conspire, while when isolated they do not.. We can show most of this difference by adding up all the important communication (weights) between all the conspirators.. Call this total conspiratorial power.. Total conspiratorial power.. This number is an abstraction.. The pattern of connections in a conspiracy is usually unique.. But by looking at a value that is independent of the arrangement of connections between conspirators we can say something about conspiracies in general.. If total conspiratorial power is zero, there is no conspiracy.. If total conspiratorial power is zero, then clearly there is no information flow between the conspirators and hence no conspiracy.. A substantial increase or decrease in total conspiratorial power almost always means what we expect it to mean; an increase or decrease in the ability of the conspiracy to think, act and adapt.. Separating weighted conspiracies.. We now return to our earlier idea about cleaving a conspiracy into halves.. Then we looked at dividing a conspiracy into two groups of equal numbers by cutting the links between conspirators.. Now we see that a more interesting idea is to split the total conspiratorial power in half.. Since any isolated half can be viewed as a conspiracy in its own right we can continue separating indefinitely.. Throttling weighted conspiracies.. Instead of cutting links between conspirators so as to separate a weighted conspiracy we can achieve a similar effect by throttling the conspiracy — constricting (reducing the weight of) those high weight links which bridge regions of equal total conspiratorial power.. Attacks on conspiratorial cognitive ability.. A man in chains knows he should have acted sooner for his ability to influence the actions of the state is near its end.. To deal with powerful conspiratorial actions we must think ahead and attack the process that leads to them since the actions themselves can not be dealt with.. We can deceive or blind a conspiracy by distorting or restricting the information available to it.. We can reduce total conspiratorial power via unstructured attacks on links or through throttling and separating.. A conspiracy sufficiently engaged in this manner is no longer able to comprehend its environment and plan robust action.. Traditional vs.. modern conspiracies.. Traditional attacks on conspiratorial power groupings, such as assassination, cut many high weight links.. The act of assassination — the targeting of visible individuals, is the result of mental inclinations honed for the pre-literate societies in which our species evolved.. Literacy and the communications revolution have empowered conspirators with new means to conspire, increasing the speed of accuracy of the their interactions and thereby the maximum size a conspiracy may achieve before it breaks down.. Conspirators who have this technology are able to out conspire conspirators without it.. For the same costs they are able to achieve a higher total conspiratorial power.. That is why they adopt it.. For example, remembering Lord Halifax's words, let us consider two closely balanced and broadly conspiratorial power groupings, the US Democratic and Republican parties.. Consider what would happen if one of these parties gave up their mobile phones, fax and email correspondence — let alone the computer systems which manage their subscribes, donors, budgets, polling, call centres and direct mail campaigns? They would immediately fall into an organizational stupor and lose to the other.. An authoritarian conspiracy that cannot think is powerless to preserve itself against the opponents it induces.. When we look at an authoritarian conspiracy as a whole, we see a system of interacting organs, a beast with arteries and veins whose blood may be thickened and slowed until it falls, stupefied; unable to sufficiently comprehend and control the forces in its environment.. Later we will see how new technology and insights into the psychological motivations of conspirators can give us practical methods for preventing or reducing important communication between authoritarian conspirators, foment strong resistance to authoritarian planning and create powerful incentives for more humane forms of governance.. Source:.. http://web.. archive.. org/web/20070110200827/http://iq.. org/conspiracies.. pdf..

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  • Title: ERGON / LOGOS
    Descriptive info: OSX DOWNLOAD.. Unidentified game object by.. - 2009/2013.. Melissa St.. Pierre.. courtesy of Table of the elements.. Original prototype made in 8 days for the.. Experimental Gameplay Project.. theme Bare Minimum.. Re-coded and edited in 2013.. Screenshots:..

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  • Title: Run Jesus Run a.k.a. The 10 Second Gospel
    Descriptive info: Run Jesus Run: aka the 10 second gospel.. Made in 4 days for the Experimental Gameplay Project - theme 10 seconds.. Instructions: click on the Flash object to start.. You have 10 seconds to redeem the humanity.. Arrow keys: Run.. Space: Do Jesus Things.. |.. The game is licensed on a.. Molleindustria March 2010..

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  • Title: Memory Reloaded: the downfall | Molleindustria
    Descriptive info: Memory Reloaded: the downfall.. Test your concentration with Memory Reloaded, a matching game for these unstable times.. molleindustria 2010 - music by Pof! Champagne..

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  • Title: MAYDAY NETPARADE 2004
    Descriptive info: Italiano.. Espanol.. Catala'.. English.. I.. In Marcia verso l'EuroMayDay 04.. In attesa dell'EuroMayDay 2004, il primo maggio dei precari che si terrà in contemporanea a Milano e Barcelona, potrai partecipare alla MayDay NetParade.. La NetParade è una sfilata virtuale, un'autoritratto del nuovo precariato: lavoratori interinali, co.. co.. co e collaboratori a progetto, dipendenti delle catene commerciali, operatori di call center, ricercatori, lavoratori in nero, intermittenti e partime.. Una moltitudine eterogenea e sfuggente che non si riconosce più nella consunta icona di Charlot alla catena ed esige un nuovo immaginario e nuove forme di rappresentazione e rappresentanza.. Contribuisci anche tu a dare forma e voce a questo variopinto corteo, rivendica quella visibilità che i mass media non ti danno, quella dignità che partiti e sindacati confederali non ti vogliono riconoscere.. Autorappresentati!.. Cliccando su Join potrai creare un personaggio a tua immagine e dissonanza e fagli dire un messaggio o uno slogan.. Entrerai a far parte di una grande opera collettiva.. Unisciti subito! Dopo il primo maggio 2004 la NetParade rimarrà visibile ma non sarà più possibile aggiungere il proprio alter ego al cybercorteo.. Anche tu potrai dire io c'ero.. Torna su.. En marcha hacia el EuroMayDay004.. Esperant l'EuroMayDay 04, el primer de maig de l*s prescari*s que es durà a terme simultàniament a Milà i Barcelona, podràs participar a la MayDay NetParade.. La Net Parade és una manifestació virtual, un autoretrat del nou precariat: treballador*s temporals, depenent*s de les cadenes comercials, treballador*s de call centers, investigador*s i becàri*s, treballador*s en negre, intermitent*s/dicontínu*s i a temps parcial.. Una multitud heterogènia i invisible que ja no es reconeix amb la icona consumida de Charlot a la cadena de muntatge i que exigeix un nou imaginari i noves formes de representació visual i política.. Tu també pots contribuir a concretar i donar veu a aquest festeig divers! Reclama la visibilitat que els mitjans de masses no et concedeixen, la dignitat que partits polítics i  ...   nuevo imaginario y nuevas formas de representación visual y política.. Tú también puedes contribuir a concretar y dar voz a este cortejo variopinto! Reclama la visibilidad que los medios de masas no te conceden, la dignidad que partidos politicos y grandes sindicatos no quieren reconocer.. Autorrepresentate!.. Apretando el botón Join ( Participa ), podrás crear un personaje a tu imagen y semejanza (o no), y hacerle transmitir un mensaje o un lema.. Formarás parte pues de una gran obra colectiva.. Participa ya! Tras el primero de mayo 2004, la Net Parade quedará visible, pero ya no podrás añadir tu alter ego a la cybermani.. Tú también podrás decir Yo estuve!.. As the EuroMayDay in Milano and Barcelona nears, you're hyperwelcome to join the MayDay NetParade, a virtual demo that runs thru a heavily guarded and branded city put under siege by insurgent legions of brain+chain+temp workers and assorted anarchists, commies, queers and greens.. The marching avatars are digital simulacra of today's exploited masses of neoliberalism: précaires, precari@s, precari, cognitarie, contingent knowledge and service workers.. We are a mixed bunch, a heterogeneous multitude of precarious jobs and lives.. Yet we have not spawn out of fordist assembly chains, but out of dystopian retail chains and office spaces.. Why don't you give your pictorial contibution to this multicolored parade, and reclaim that visibility that mainstream media, unions, parties are denying us?.. Make yourself heard! Voice your anger and/or irony!.. You will be able to be part of a piece of collective net art.. But do it fast, cos after May 1st, the NetParade will remain visible online, but it will no longer be possible to join.. By clicking on JOIN, you'll be able to create your avatar, singular and (un)crazy as you want it to be.. You'll have to answer a few multiple choice questions first, but these will be totally anonymous, private and dissociated from your avatar.. MAYDAY MAYDAY.. Euro MayDay Home..

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  • Title: Kosmosis - a communist space shooter by Molleindustria
    Descriptive info: * DESCRIPTION *.. KOSMOSIS: A COMMUNIST SPACE SHOOTER IS AN ARCADE GAME FROM AN ALTERNATE PRESENT WHERE NON-DEGENERATED SOCIALIST VALUES ARE HEGEMONIC.. THE ORIGINS OF THE.. SHOOT 'EM UP GENRE.. ARE STRONGLY INTERTWINED WITH THE MILITARY INDUSTRIAL COMPLEX.. SPACEWAR!.. THE ALLEGED FIRST COMPUTER GAME WAS BORN AT MIT (THEN ALMOST COMPLETELY FUNDED BY THE DEPARTMENT OF DEFENSE) AND USED A WWII RADAR SCREEN FOR THE VISUAL OUTPUT.. NOT SURPRISINGLY IT WAS BASED ON A SPACE-RACE-INSPIRED MILITARY FANTASY.. AFTER 40 YEARS OF TECHNICAL ADVANCEMENT, SHOOT 'EM UPS DEVELOPED INTO FIRST AND THIRD PERSON SHOOTERS BUT THEY STILL MAINTAIN MOST OF THE ORIGINAL FEATURES: AIM-AND-DODGE MECHANICS, OBSESSION WITH BULLETS (COMPUTERS, AFTER ALL, WERE BORN AS BALLISTICS CALCULATORS), COMPULSIVE [CAPITALIST] ACCUMULATION OF POWER-UPS, MANICHEAN CONTRAPOSITION AGAINST DE-HUMANIZED OTHERS AND INDIVIDUALISM EMBODIED BY THE FIGURE OF THE ONE-AGAINST-ALL HERO/PLAYER..  ...   TO BE A PROOF OF CONCEPT NOT AN AWESOME GAME.. * THE FLOCK BEHAVIOR IS BASED ON AN ALGORITHM BY CHRIS BENJAMINSEN (IMPLEMENTED BY.. JONAS FLENSBAK.. IT'S AN INFLUENCE MAPS BASED SYSTEM: THE COLORS ARE NOT AESTHETIC FRILLS BUT ARE USED TO CALCULATE ATTRACTION AND REPULSION BETWEEN THE OBJECTS.. * PLAYER'S MOVEMENTS ARE A MIX OF FLOCK INFLUENCE AND KEYBOARD CONTROLS, THE AGENCY OF THE PLAYER IS REDUCED AS GAME PROGRESSES.. TOWARD THE END IT ALMOST PLAYS BY ITSELF.. * THE DIFFICULTY LEVEL IS DYNAMICALLY ADJUSTED TO THE PLAYER'S PERFORMANCE.. * THE CHOIRS ARE SAMPLED FROM DR.. ZIVAGO'S ACAPPELLA VERSION THE INTERNATIONALE, SLOWED DOWN 8X.. * THE SOURCE OF THE GAME (FLA) IS RELEASED UNDER.. CC SHARE-ALIKE LICENSE.. IT'S DIRTY, PUNK AND MADE IN ACTIONSCRIPT 2.. YOU'RE WARNED.. * DOWNLOADS *.. PC.. MAC.. FLA.. by..

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