OK OK OK OK OK OK OK YES
Yeah, so my 30 before 30 list is only 21 things. So I’m just going to say it’s complete (unless anyone has some awesome suggestions - I’m being pretty mellow about this)
- Eat at Range
- Take a class at the Writer’s Center
- Fix my bike (at Papillon)
- Clean my room (really)
- Start crafting again (this can be screenprinting, see below)
- Eat at PX
- Try screen printing
- Take the Business by Design / Marketing for Makers course
- Pay down AmEx (kind of?)
- Finish the Recommended Movie list
- Learn a new recipe (or an old one)
- Learn to letterpress (taking a class in November)
- Get my art framed + hung in the house
- Finish Riven (again)
Write some (key word here) during NaNoWriMo
Update my website
Make a new friend
Eat somewhere new in NYC
Try a new cheese
Update my gratitude tracker
Read 30 books in 2013 (at least)
Go somewhere I haven’t been in DC (that waterfront park in Alexandria, Freedom Park)
Reconnect with old friends
Make Arrested Westeros shirts
Go to SPX
Go to a concert (Ben Folds Five / Guster, also Jack Johnson)
Go to a concert that I wouldn’t normally go to (Justin / JAY Z)
Ride in an ambulance
Updated… slowly making my way through this
…Knight and Damsel, which I describe as a “competitive two-player feminist puzzle platformer.”
As there’s been a bit of interest in the game since Vic shared some of his work online (including coverage from, of all places, Kotaku) I thought I should share some screenshots of the game being played and describe it (roughly.)
So! Knight and Damsel’s inspiration actually comes from a few places, but one worth mentioning is Feminist Frequency’s first Tropes vs. Women in Video Games video, Damsel in Distress. I’m not particularly interested in this context of debating the quality/value of the series, but one thing that struck me was an aside that in your average video game, if a princess is captured, she waits passively to be rescued. Yet for heroes, being captured is just another challenge to be faced (and heroes getting captured happens all the time. It’s basically all James Bond does.)
Hence the set-up: in Knight and Damsel, one player takes the role of the Knight, questing to save the Damsel, and one player takes the role of the Damsel, who can quite happily save herself.
The twist is: what is a knight without a damsel to save? To avoid losing face, the Knight must do what he can to stop the Damsel rescuing herself, something she isn’t too happy about. So we worked up some video game magic that allows the Knight and Damsel to affect each other’s screens by throwing the blocks, axes and bombs that litter the level onto the other’s screen, allowing them to hurt or trap their opponent, while, at the same time, doing their best to navigate further into the level before their opponent.
Both the Knight and Damsel are inevitably heading towards each other, however, and at this stage of the game it becomes a tense, shared-screen face-off, with the Knight attempting to grab the dodging Damsel before she can run back to town. Once the Damsel either rescues herself or is “rescued” scores are totted up based on who managed to get further (plus some bonuses) and either the Knight is praised by the unsuspecting townsfolk for his heroism, or the Damsel gains new respect for proving she didn’t need to be rescued at all.
GROSS GROSS GROSS. A game where the damsel doesn’t want to be rescued, but BY GOD YOU’RE STILL GOING TO TRY.
Why we need more women in game studios #22955757993. The gall to say that it’s subverting a trope. I cannot.