IndieCade 2012 marked a big year for the festival with numerous entries of Indie game devs along side support from Sony. As the event wrapped up the winners of the event finally were revealed and the talent of the event finally getting recognition of the hard work put into the games they have developed. While not everyone in attendance won an award, everyone that was a part of the event was awarded with an experience unlike any other event in the industry. Below are the Award winners as well as some information on the developers and their games.
Grand Jury Award: Unmanned
Unmanned is an experimental game about a day in the life of a drone pilot. Description from Art Technica: “The game uses a series of short, split-screen vignettes to combine simple mini-games with clickable conversation options, and takes you through the rather safe, humdrum existence of a modern drone pilot. Shaving, driving to work, flirting with your cute co-pilot, and even playing video games with your son are all given equal weight to actually blowing up a suspected insurgent thousands of miles away from a comfortable seat in front of a monitor. The game’s short length practically demands multiple playthroughs, with different conversation options leading to significantly different outcomes. The result is a nuanced, wide-ranging look at a soldier’s life from a variety of viewpoints.”
For more information go to: http://unmanned.molleindustria.org/
Developer: Jason Roberts
Gorogoa is a lovingly hand-illustrated world suspended inside of a unique puzzle. To solve the puzzle, the player rearranges a few tiles on a simple grid, placing them next to or on top of one another. But each tile is also a window into a different part of the game world–or perhaps into a different world–and each window plays like its own little game. The key to progressing never lies within one tile, but in the connections between tiles…
For more info visit: http://www.gorogoa.com/
Audio: Dyad - RSBLSB
Dyad will reveal to you the secrets of the universe via bright flashy colours and phat beatz. Dyad is a gamified tie dye machine. Dyad is an interactive mind altering substance absorbed through your thumbs, eyes and ears. Dyad is a tactical octopus action ballet in a reactive audio-visual tube.
For more info visit: http://www.dyadgame.com/
Impact: Reality Ends Here
Developer: USC Game Innovation Lab
Reality Ends Here is an alternate reality game designed to reboot the freshman experience at the USC School of Cinematic Arts. This “secret” experience, officially unacknowledged by faculty and administration, was launched in fall semester of 2011 and was an instant success. Players were lured into the game via a series of mysterious communications from the “Reality Committee,” finding their way to the the game office, where they were indoctrinated into the game, made to swear an oath of diy media, and given a set of game cards that acted as prompts in the generative system that formed the heart of the game mechanics. Players combined their card prompts into multifaceted “deals” that challenged them to collaborate on a number of media projects. Active participants were recognized by the Reality Committee, who set up special serendipitous mentorship opportunities — meetups and encounters with alumni, artists, and other industry professionals.
For more information visit: http://reality.usc.edu/
Developer: Eric Zimmerman and Nathalie Pozzi
Interference is a physical game installation designed for a museum exhibition. It consists of five parallel steel walls, each 10 feet by 10 feet and less than a millimeter thick, which hang suspended from the ceiling and serve as visually permeable, vertical game boards. Pairs of players (up to 10 or more pairs at a time) can start playing anytime they want. The walls are divided into “cells” and each pair plays in a small, local area of connected cells. Gameplay is focused on moving colored wooden pieces around the walls in a simple strategy game. Your goal is to have the majority of your color in the cell cluster where your local game is taking place. The basic move in Interference is to steal a piece from another game that is going on between another pair of players. Playing your game means interfering in the games of other players.
For more info visit: http://ericzimmerman.com/portfolio/interference/
Game Design: Armada D6
Developer: Eric Zimmerman and John Sharp
Armada D6 is an unpublished board game with an unusual origin story. Interpreted and reconstructed from documentation of a strange cultural practice from the 1930s called Armada Decision Matrix Six. Armada d6 is a strategy board game for 2-4 players about the conquest of space. Dice are used as the player’s units, with each number a different kind of space ship: sixes are fast and agile scouts, and ones are slow and powerful battlestations. The game encourages players to use the powers of their ships in clever mechanics combinations. The maps are built from modular tiles and players can design their own play fields when they tire of the ones recommended in the rulebook. The austere and abstract aesthetics of the game are also inspired by the original materials.
For more information visit: http://www.ericzimmerman.com/portfolio/armada-d6/
Developer: Zak S.
We asked Zak S., the game master of I Hit With My Axe, to make a little book full of the notes he had when running city adventures – and everything he wished he had. He gave us not only a sourcebook detailing key rules, tables, monsters and places in Vornheim – the city at the center of the Axe campaign – but also a treasure chest of resources for running adventures in any city. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now.
For more information visit: http://www.lotfp.com/RPG/products/vornheim
Story/World Design: Botanicula
Botanicula is a point’n’click adventure game created by the makers of award-winning Machinarium, studio Amanita Design and Czech band DVA. It`s about a bunch of five friends – little tree creatures who set out for a journey to save the last seed from their home tree which is infested by evil parasites. We will help the main heroes to explore their world, solve various puzzles, play mini games, find tons of hidden bonuses and collect cards with all the characters we will meet on our journey. It’s very relaxed game perfect for hardcore gamers, their partners, families and seniors.
For more information visit: http://www.botanicula.net/
Special Recognition: The Stanley Parable
The Stanley Parable, created by Davey Wreden and featuring the vocal talents of Kevan Brighting, is an experiment in video game storytelling. Or the point of it might be that there’s actually no story at all, or maybe the point is that there’s no game. It’s about choice, possibly, but it might be about something else. It is very important. It is not important at all. It makes perfect sense. It is utter nonsense. It is all of these things at once, or actually maybe it isn’t. I, um…can you help me understand what’s going on?
For more info visit: http://www.moddb.com/mods/the-stanley-parable/
Developers Choice Award: Renga
Renga is about finding a way home. Attacked and left for dead, our hero must carefully marshal their resources to build a new ship, confront their nemesis and finally return home. Only this hero isn’t visible on the screen – it’s the entire audience, working collectively to control the action using laser pointers directed at the screen. Turning the traditional hero’s journey on its head, Renga asks the question – what if the ultimate reward can only be grasped by many hands? The show combines real-time crowd interaction technology, retro videogame aesthetics and a wry sense of humour to bring the audience together and leave them feeling a deep sense of camaraderie.
For more info visit: http://www.wallfour.co.uk/
Audience Choice Award: Hokra
Hokra attempts to create an elegant, minimalist local multiplayer game. It was originally created for the 2011 No Quarter exhibition at the NYU Game Center, and as such it was developed with the gallery space in mind. The game has simple controls and few rules while not losing the depth that makes multiplayer games exciting in the long run. It works well in public spaces because of its blend of cooperation and competition, as well as for the fact that onlookers often feel engaged with the matches. Hokra is an attempt to make local multiplayer games important again.
For more info visit: http://www.ramirocorbetta.com/hokra/
The Trailblazers Award: Elan Lee