The brain behind indie title Passage, Jason Rohrer, is developing a Nintendo DS title.
In an interview with Press Pause to Reflect, Rohrer divulges a few precious (and odd) details about the handheld game. It’s being published by Majesco at some point in 2010, and in Rohrer’s words, it’s a “two-player strategy game about diamond trading in Angola on the eve of the passage of the Kimberly Process.”
The designer adds that it’s his first game “that will be sold in a real box in real stores, so it's an exciting project for me.”
Rohrer is a fascinating character. If you’re not familiar with Passage, give it a download. It’ll blow your mind. Afterwards, if you find yourself still interested in the designer, give A Life Well Wasted Episode 3 a listen. The way Rohrer lives and creates is inspiring to say the least.
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http://hcsoftware.sourceforge.net/passage/statement.html
I'm amazed that a strategy game about conflict diamonds is being made. That is incredible and exciting. Probably a day one purchase for me.
I think that was part of the problem though. I didn't even know you could move up and down until I read the designer statement, which tells me the design wasn't a very effective one. A simple "WSAD" would have given me enough of a clue.
And another problem I had with passage is that the "tresure" chests" were meaningless to me, partly because they just looked like a blobbed mess in the middle of the other blobbed messes, it wasn't until I read the designer statement that I realized it gave me score.
I think if he spent more time fleshing it out it would have been much better and the "message" wouldn't have been so needlessly confusing. On that note though, I realize Passage was just a quick little project he made for himself after a particularly inspiring day, and nothing seriously long term or in-depth.
Maybe in Passage 2, they'll add an action button or something. I had better keep this idea on the downlow though, in some countries I could be executed for such revolutionary ideas.
You're missing the point though.
Part of the point of the game is that you don't "know" you can move up and down. Why you wouldn't try, I have no idea! I immediately wondered "hey, what's down there!", and simply went down.
@Sam
It's more meaningful if you're married, or in a long term relationship. Even then, the message can still fall flat, but it hit me pretty close to home. I enjoyed it, and since he's not trying to make money off it or even claim it's the best thing ever, it's fine.
@Everyone who hated Passage
Try "Today I Die" (google it). You'll probably like it better.
read a book.
or watch a decent movie. Not transformers 2 or anything with Nicholas Cage in it.
You're obviously underexposed to emotion. Honestly.
Personaly the most impactful movie in terms of evoking emotion I've watched is What Dreams May Come: another "dead loved one" tale. In fact, my favorite types of movies are heart-wrenching dramas like Babel and Shawshank.
I don't think it's so unbelievable that I'd have some sort of response to Passage (ITS 8 BIT LOL DATS SO OLD SO IT SUX USE THE UNREAL ENGINE NEXT TIME AMIRITE).
yeah, I think it tends to hit easier when you have some personal context (ie, being in a relationship, trying to actively figure out one's path in life, being ambitious within the context of those first two things, being active in introspection in general, etc)
If your forcing yourself to find deep meaning or actively resisting being moved, most art can general fall flat as a result. That's the hype effect, I reckon.
I liked Passage because of the amount of thought that went into the mechanics of the game in relation to the message. Most games-with-a-message just kind of shoehorn the message by way of cutscenes, or narrative, or some other non-interactive means. In Passage, every aspect of the game is meaningful and the interactivity is inseparable from the meaning of the game.
Passage wasn't a great game in the traditional sense. It was easy, it didn't have any gameplay depth, it was short, etc. But I don't think it was trying to be a traditionally great game. It was an experiment. While other games innovate on technology or gameplay mechanics, Passage innovated on the coupling of mechanics and meaning. I think that's an important and under-explored area for innovation.
Yes, it was "pretentious." ALL ART IS INHERENTLY PRETENTIOUS. That's not an insult, either: to actually convey a message about life and the world through an artistic endeavor, a given artist must first convince him or herself that their message is something worth saying. An artist MUST operate under the pretense that their message is worth conveying, even if they wouldn't say it out loud for fear of being mocked by those for whom pretension has a negative connotation. If they don't, they will never make any art.
Take the message of, say, Casablanca: "Sometimes we must sacrifice the things we want for the greater good." Now say that out loud. Sounds incredibly cheesy, doesn't it? Not to mention obvious. But how often do you really, honestly consider that idea? How often do you stop and look at that idea and see the essential truth (or falsity) of it? And yet, when you watch Casablanca, that's the idea you walk away thinking about. UNIRONICALLY. That's what art does: it reveals truths we take for granted and forces us to really consider them and what they mean. Passage reveals several truths worth thinking about, and it is thus a successful work of art.
Of course, art is also subjective. The message of Casablanca I mentioned above? That's my take on it. I'm sure everybody takes something different away from the film, and the best art is expansive enough to accommodate many interpretations.
The problem with the responses I'm seeing here is not that the haters didn't like Passage. The problem is that they seem to have steadfastly refused to engage with the game on an intellectual level. That's effectively like go up to Michaelangelo's statue of David, look at it for one second, and go "I don't get it. It's a naked guy with a leaf. GROW UP, MICHAELANGELO." Do you do that? Because that'a exactly what you're doing with Passage.
Now, to be clear, I don't think Passage is up there with Casablanca or the statue of David. Several complaints listed here are certainly valid, and the message is perhaps a little too obtuse in its presentation. I do, however, think that it is a fine work of art and an excellent stab at uniting meaning and mechanics. When everyone in the games industry can unite meaning and mechanics as well as Jason Rohrer can right now, we'll see progress far beyond that. We will see works of art just as beautiful and meaningful as Casablanca or the statue of David, and they will be works that use the unique qualities of the medium to their fullest extent.