Showing posts with label ms paint adventures. Show all posts
Showing posts with label ms paint adventures. Show all posts

Friday, 12 June 2009

Homestuck

So if you've been doggedly following my blog for some time now, you'll know I'm a capering ninny of a fanboy for Andrew Hussie's MS Paint Adventures. I've posted several times before about the marble cake of win that is his text adventure meets webcomic meets 'what if you could play the most awesome video game ever' simulator.

Well, the latest adventure, Homestuck, has just reached Act 2. The first Act was kind of like a prologue, setting up the premise, so now is a really good time to join! Unlike a TV show or comic book series, all the backstory is right there, so you can breeze through, discover the story for yourself, and catch up! More importantly, unlike both of those things, you get to suggest stuff for the characters to do! John: Captchalogue TC's rapt attention. Go on. Go have a peek. I'll wait.

And if you like pretend video games so much, why, pray tell, have you never watched Pirate Baby's Cabana Battle Street Fight 2006? HUH?



Friday, 10 April 2009

Bleugh Deux


So, it turns out that getting sod all sleep while eating badly and subjecting oneself to repeated major stressors isn't that good for the old immune system. My sore throat has snowballed into a hacking cough and headache. But will I surrender? No! At least, not quite yet.

Chatting with my dad on the phone last night, he said he thought my approach to projects has something of the flagellant, and he might be right. I suppose being all hairshirty about booking gigs and roughing it allows you to feel vaguely superior to those who don't give themselves to their work with the same vigour - even if, ultimately, you end up being less successful than them, you can always console yourself that you're the 'serious' artist, prepared to make real sacrifices in service of your craft. Also, by approaching projects in binges, rather than cultivating slow but steady positive habits, you get to fantasise about making a sudden breakthrough, and, if you fail, you can cast yourself as blameless, because, y'know, you tried, didn't you? No one can accuse you of being lazy when you attempted all that work!

I read about a study done on children, where experimenters would give each child some beanbags, then go into a room where, on one wall, there was painted a clown with an open mouth. The open mouth was a large slot. Each child was told to try to get as many beanbags into the slot as possible. They were given no other instructions.

Experimenters found that the children adopted one of three broad strategies. They would either walk right up to the clown and 'post' the bags in, stand roughly in the middle of the room to make their throw, or go right to the far wall, and heft them across the room. The experimenters found that the children who posted the bags from right next to the clown, or who threw them from the far end, actually had the most in common. They tended to be more conscious of image management, and - so the experimenters hypothesised - were adopting strategies that would allow them to retreat with their dignity intact. They were either setting their sights so low that they couldn't possibly fail, or making the task so difficult that nobody could chastise them for failing - and, if they fluked a success, they would be able to reap mega kudos.

Now, admittedly, I've only read the experiment in precis, not studied the original findings, so I may have misunderstood it, and I think there are definitely other possible explanations for the behaviour the experimenters recorded. After all, a clown beanbag game is obviously frivolous - participants could have come to it with a considerably different expectation set to people say, contemplating their exams, or making career decisions. But I do think there's something in the notion that excessive praise at any stage in one's life, especially praise for achievement or perceived internal qualities such as 'genius', can be destructive, and encourage conservatism and image-management in the people awarded these accolades.

I used to be a big fan of competitiveness - I always believed it was a harmless, fun form of motivation that encouraged people to work hard and strive to raise their game. However, I'm not sure that it's always had a positive effect on me. If you're judging yourself on how well you do against your peers, rather than asking how much effort you've personally put in, regardless of results, then your feelings of self-worth are often perilously unstable, and rely largely on the actions of others. It makes it harder to be pleased about colleagues' successes, as these threaten one's status as a high achiever in relative terms.

The tough thing is that, in live performance, your audience aren't judging you on how much you've stretched yourself, or how hard you're trying. They judge you on how much they like your performance on that particular night. You're rarely rewarded for experimenting, risking, failing - you're much more likely to garner a good reaction rocking exactly the same set for 3 years or so. It's not that I believe that all performance poems have a shelf-life, after which they should be junked - if a poem's good and still relevant, it deserves to be performed - and I don't feel any particular extra respect for poets who churn out a large quota of substandard poems just for the sake of creating new material. That's hackery.

But finding a balance, and internalising some of the feedback process - essentially not granting the audience as much of an initial vote as you once did - seem to me to be an important, but counter-intuitive part of putting in good performances whilst continuing to grow as an artist. I'm not convinced I necessarily typify that practice myself. I do such a range of gigs, with such a wide variety of audiences, all of whom have different demands and expectations, that it's really difficult to centre on a single set or tone. It may be that, in trying to spread myself so thinly, I've ended up creating a hybrid style that doesn't quite satisfy anyone. Hmm. Worth pondering, in any case.

Oh, and in the spirit of this whole 'gratitude' thing, I'm genuinely excited to see that the new MS Paint Adventures adventure has begun today: Homestuck. Go! Type something in the suggestion box! You can help shape the story! I think the main character may end up being called 'John Egbert'. Let's see.

Tuesday, 24 March 2009

An Inappropriate Time For Ham

After yesterday's second We Can't All Be Astronauts comic by Line And A Dot, I just happened to be browsing through some of (MS Paint Adventures creator) Andrew Hussie's other web comics, when I stumbled across a couple of awesome, deceptively simple single-premise series that made me chortle like the mentally subnormal.

'Inappropriate Time For Ham' is exactly what it sounds like - a series of cartoon depictions of times when ham is inappropriate.



And my personal favourite (as if you care, you glib bastards):


The second series is called 'A Steep Price For Pie', and... well, you'll get the idea.






You can see more here. I suppose one of the reasons I like these is that I can imagine the conversation that spawned them. You know, one of those times where you're chatting in the bar with your mates, and you hit upon a rich comedy seam, and everybody starts riffing off it, and you're all pissing yourselves laughing. I just get the impression he was sniggering just making these up. And once you've got the premise, you can really go to town. It's like when you come up with a great conceit for a list poem, and you spend the next couple of hours just brainstorming every single iteration of the idea: 'Right, so in this poem I've made a crazy wish, and my mouth is now an anus and my anus is now a gun? What would be the hilarious consequences of that?' I'm now busily imagining comics in which not everyone gets to be an astronaut. I daresay I'll put my infantile drawing abilities into practice sooner or later, and commit some to this here blog. Just you wait.

Friday, 13 March 2009

Choose Your Own Adventure

Following on from yesterday's post about MS Paint Adventures, I thought I'd point you in the direction of some funbox online adventure games.

If you head to the 'Games' section of the Homestar Runner website, you can play a whole bunch o' affectionate parodies that are actually pretty sweet games in their own right.

The closest to MS Paint Adventure's 'Problem Sleuth' is 'Dangeresque - Roomisode 1: Behind The Dangerdesque'. Problem Sleuth creator Andrew Hussie is an avowed fan of Homestar Runner, and the two share a lot of influences.


Here, you play hard-boiled detective Dangeresque (played by regular Homestar Runner character, Strong Bad, a brash luchador who's always cooking up mischief), who has to try to solve a case without leaving his office. It's a fun little mystery, with the usual pleasures and surprises of the point n' click system, and it reminds me of Sam & Max Hit The Road, which can only be a clamorously ringing endorsement.



Peasant's Quest
is a tidy little parody of the old Sierra game King's Quest. It uses a combination of controlling your character with the cursor keys and typing in verb commands to LOOK, GET, USE, etc:


Finally, for hardcore retrophiles, there's Thy Dungeonman, a spoof sword n' scorcery text adventure. Took me right back to my days playing Guild of Thieves on my Dad's green screen Amstrad, it did. He only had a pirate copy and the copy protection kicked in after a hundred moves, rendering it tantalisingly unplayable. I still found the diamond ring hidden inside the billiard ball, though.


There. Don't say I never give you anything. Or that my feet smell. Or that the holocaust never happened. Especially that my feet smell.

Thursday, 12 March 2009

MS Paint Adventures


So, a while back, the ever-awesome Metafilter put me onto this exchange, between gaming legend Tim Schafer - who worked on Monkey Island, Day of the Tentacle and Grim Fandago, amongst others - and joystiq.com. In it, Tim and his interviewers turn a simple email exchange into an adlibbed mini text adventure.

It's a lovely, rich format for collaborative storytelling. Joe Dunthorne tried his hand at something similar, adopting the old Choose Your Own Adventure 'forking paths' style with his middle-class adventure 'You Are Happy', which you can play on his website. He's performed it a few times as part of our show about video games and hiding from reality, Infinite Lives, getting audience members to choose what to do next. I've particularly enjoyed watching the supporting schtick develop - one thing a text adventure can't do is demand that the player provide an explanation for their choice of path.

All of which is a preamble to this. Hey. You should go read MS Paint Adventures. After an entire year of inputs, the latest adventure, Problem Sleuth, is finally complete. When I read the last few frames, I felt kind of choked up and elated all at once.


Basically, it's an interactive webcomic, presented in the style of the Sierra-style text adventure/point n' click hybrids, like King's Quest or Leisure Suit Larry. Readers post suggested commands on a blog - e.g. 'Examine phone', 'Open safe', 'Get key', etc - then writer and artist Andrew Hussie picks one to draw next and develop the story.

The eponymous Problem Sleuth starts off locked in his office, and the first order of business is working out how to escape. Like any great storyteller, Mr Hussie's awesome at subverting expectation. Here, someone suggests punching through the office door's glass window:


Only to discover that it's not glass, but a piece of paper with his initials written backwards on it:


Watching the dynamic between Andrew and his audience develop is fascinating. As their attempts to solve the puzzle grow more and more creative, so his tactics for frustrating their attempts become increasingly elaborate. The result is a wonderful - if tortuous - piece of collaborative improv, full of cool narrative flourishes that draw from a plethora of disparate cultural sources to make something weird and technicolour and awesome. I don't want to spoil it for you, but suffice to say that soon there are multiple player characters, a host of mighty allies and a nasty-ass monster horde to be defeated. You probably won't have the stamina to read it all in a single sitting (it is a year's worth of posts, after all), but you can Save and Load your progress from the buttons just beneath the pictures. Click each command to advance to the next frame.

Go on, go. Read it. Seriously. Go. I'll wait.