
Presented by Jason Rohrer
November 2nd10:00 - 11:00Room : Westmount
As our medium struggles for cultural legitimacy and mainstream acceptance, the challenging nature of many games seems to be standing in the way. Non-players can’t even walk straight with two-thumbstick controls, let alone navigate chaotic tactical situations to get to the somewhat sophisticated core of a game like Far Cry 2. In its attempt to woo a mainstream full of non-players, the artgame movement weakened or completely eliminated challenge from its games. In doing so, the movement unwittingly excised the feature of games that made them interesting in the first place. The avant-garde has now come full-circle, re-embracing challenge as the beating heart of game design. But where does that leave us in our quest for cultural legitimacy?
Since 2004, I have designed, programmed, and released 15 games: Transcend, Cultivation, Passage, Gravitation, Perfectionism, Idealism, Police Brutality, Immortality, Regret, i45hg, Crude Oil, Between, Primrose, Sleep Is Death, and Inside a Star-filled Sky.




