[Game: Half-Life, Valve, 1998]
Half-Lively:

Half-Life, Black Mesa, and the Work of Art in the Age of Post-release Modification

 

Introduction:

In an unassuming former monastery building adjacent to the church of Santa Maria Delle Grazie in Milan, Italy, there is a wall decorated with the remnants of a mural painted by Leonardo da Vinci. In English, the mural in question is known as The Last Supper, and—due to a combination of the oil-painting-like techniques employed by da Vinci (which differed considerably from Fresco techniques, and thus were very unconventional for mural work) together with aspects of the construction and later history of the building—the work is badly damaged.

Meanwhile, about 20 minutes away, in a space on an upper floor of the Galleria Vittorio Emannuelle II shopping complex (next to the Milan Cathedral), at the time of writing this there is an exhibit known as Leonardo3 which includes, among other features, a computer-aided reconstruction of what The Last Supper would have looked like at the time of its original completion by da Vinci in 1498. The question I now pose to you, dear readers, is a simple one: if these were the only two options in existence, which one would you say is what is meant by the phrase, ‘The Last Supper by Leonardo da Vinci?’

I’ll give you my own answer to this quandary in due time, and (regardless of your own response) it’s almost guaranteed to be an answer you don’t expect. But I can’t provide it just yet, as first I need to take some time to introduce and discuss the main topic of this article: Half-Life. And I need to do that in order to adjudicate a similar superficially straightforward dilemma. The Half-Life remake Black Mesa is a terrific game, is an incredible labor of love, and is the single greatest fan-led project of its kind ever completed. But on top of all of that, does Black Mesa also count as being Half-Life itself?

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[Game: Half-Life, Valve, 1998]
Half-Lively:

Half-Life, Black Mesa, and the Work of Art in the Age of Post-release Modification

was last modified: December 18th, 2024 by Daniel Podgorski

[Game: Flywrench, Messhof, 2015]
Color-coded Careening:

On the Ingenious Design of Messhof’s High-speed Pared-down Platformer Flywrench

 

Introduction:

Mark Essen, under the pseudonym and eventual team name Messhof, rose to prominence as an indie developer through the breakout success of his simplistic multiplayer swordfighting game Nidhogg in 2014. But within the burgeoning indie scene of the late 2000s and early 2010s, he had already been known as the developer of, among other things, a free 2007 release called Flywrench. Evidence of this indie community fame can be found in the 2010 game Super Meat Boy, which includes the ship from Flywrench as a playable character. By that reasoning, Flywrench should be at least as well-known as BIT.TRIP RUNNER.

But it would be another five years before Messhof would put the finishing touches on the full and final release version of Flywrench, which became available in 2015. This is a somewhat unfortunate fact, as by 2015 the indie scene had grown massively (not least of all with platformers). And so the game launched to relatively few sales and relatively little fanfare. Thus, one of the early notable titles of indie platforming, which with slightly faster development could have been remembered alongside Super Meat Boy, VVVVVV, Limbo, Fez, Braid, Spelunky, and Cave Story as one of the forerunners of the explosion in indie games in general and indie platformers in particular, has in its final form been more-or-less lost within that very explosion.

In this article, I hope to help fix the timeline—by highlighting how Flywrench remains today, even among the countless competing options now available, a truly original, unique, and enjoyable game.

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[Game: Flywrench, Messhof, 2015]
Color-coded Careening:

On the Ingenious Design of Messhof’s High-speed Pared-down Platformer Flywrench

was last modified: November 17th, 2021 by Daniel Podgorski

[Game: The Beginner’s Guide, Everything Unlimited Ltd., 2015]
The Intermediate’s Guide:

A Critique of the Repeatedly Self-destructive Metafictional Story of The Beginner’s Guide

Introduction:

The Beginner’s Guide is a peculiar project. In a nutshell, it’s a collection of small games and game concepts by a developer known as Coda, with an accompanying narration from the collection’s curator Davey Wreden. It has higher aspirations than merely being an anthology, however, as the voiceover presents a story about the narrator’s relationship to both the games being presented and the developer of those games.

This metanarrative touches on several worthwhile topics, including the interpretation of games (and art generally), the potential satisfaction or dissatisfaction of game development (and creativity generally), and what any art object may or may not be able to say about the creator of that art object. Along these lines, The Beginner’s Guide is deserving of some praise. It dares to push the envelope of what a game can be, and it does so in an experimental way that has proved fruitful in other media, especially in the past 200 years of literature and across most of the history of film.

But along essentially the same lines, the game is worthy of criticism as well. I have no way of expressing even the heading under which that criticism falls, however, without spoiling or even potentially ruining the experience of the game. So I’ll just spit out my usual warning, and then we’ll dig in: the nature of this article is such that it requires spoiling the plot of The Beginner’s Guide, so you should only continue reading after this paragraph if you either do not mind spoilers or you have already played the game.

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[Game: The Beginner’s Guide, Everything Unlimited Ltd., 2015]
The Intermediate’s Guide:

A Critique of the Repeatedly Self-destructive Metafictional Story of The Beginner’s Guide

was last modified: January 13th, 2025 by Daniel Podgorski

[Game: Factorio, Wube Software, 2020]
Bug Hunt at Outpost Mine:

An Ecocritical Analysis of Wube Software’s Wildly Addictive Optimization Simulator Factorio

 

Introduction:

Any analysis of the relationship between the player-character and their environment in Factorio must begin with an acknowledgement that Factorio is a game that does considerably more to accurately depict the environmental impact of human industrial development than the vast majority of its peers in the simulation, management, strategy, and puzzle genres.

In Stardew Valley, for instance, not only do forests rapidly regrow and lakes never deplete of fish, but quarries, mines, and caves also replenish with stone and ore from day to day. Similarly, while Infinifactory does periodically foreground topics like mining, exploitation, and waste in its story and puzzle design—it nevertheless provides an infinite supply of inputs that can be accelerated or decelerated at will, even when those inputs are living creatures. Even games like Terraria and Minecraft, which go so far as to represent resource acquisition as a zero sum game, nevertheless depict all processing, combining, and consuming of those resources as a pollution-free, byproduct-free non-zero sum game.

By contrast, in Factorio, resources are finite; resources don’t always combine cleanly into singular products; pollution results from production; and pollution has consequences for both the world and the player. Nevertheless, despite its demonstrable steps in the right direction, Factorio preserves a great many of the negative practical and psychological trends embodied by such optimization- and development-focused titles. In fact, it is precisely because Factorio does so much to emphasize the topics of resource scarcity and pollution that its weaknesses in the realm of environmentalism shine so brightly.

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[Game: Factorio, Wube Software, 2020]
Bug Hunt at Outpost Mine:

An Ecocritical Analysis of Wube Software’s Wildly Addictive Optimization Simulator Factorio

was last modified: April 16th, 2021 by Daniel Podgorski

[Game: Darkest Dungeon, Red Hook Studios, 2016]
Inordinate Exsanguination:

On the Design Decisions Bloating Red Hook’s Otherwise Terrific Strategy Game Darkest Dungeon

 

Introduction:

Despite all of its thematic darkness and mechanical brutality, Red Hook’s Darkest Dungeon can be quite a joy to play. It has a balanced mix of depth and breadth in its D&D-style strategy mechanics, making for a satisfying experience when formulating and executing plans. Its level of aesthetic polish stands out as exceptional, putting it alongside the work of other artistically gifted small development teams like Supergiant Games, Nitrome, and Team Cherry. And its level of difficulty makes for an agreeable challenge that requires players to develop non-trivial strategies for longterm success, as all strategy titles should.

I most assuredly have an overall positive impression of the game, and if this were a simple review of it, I would only feel that I was slightly misrepresenting my opinion if I closed by giving it an unabashed recommendation. It’s a very competent mix among an RPG, a roguelike, and a strategy game, all set against a backdrop of Lovecraftian horror—what’s not to like?

But the game’s literal tens of thousands of positive Steam reviews more than adequately cover its merits, so that’s not what I want to talk about here. Instead, this article will be focused on the abundance of small design decisions, surfacing roughly between the 20-hour mark and 60-hour mark of a playthrough, which serve to weaken the game’s demonstrable strength.

I should clarify right at the outset that none of the things I will be discussing in this article are elements covered by the title’s gameplay options (which include a number of toggles for enabling or disabling some of the game’s more contentious mechanics). Rather, the decisions I will highlight include non-optional mechanics that unduly slow its pace, that mislead the player to push them toward sub-par strategies, and that add challenge in ways that feel sloppy or even unintentional. Alone, any one of them would probably be nitpicking for me to discuss; but together, they sum into a disrespect that the game demonstrates toward the player’s time.

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[Game: Darkest Dungeon, Red Hook Studios, 2016]
Inordinate Exsanguination:

On the Design Decisions Bloating Red Hook’s Otherwise Terrific Strategy Game Darkest Dungeon

was last modified: August 26th, 2020 by Daniel Podgorski