My forthcoming game A Slow Year is on exhibit at a show curated by Lara Sánchez Coterón, Playful & Playable: Critica y Experimentacion con Videojuegos. It runs until September 15 at Sala Amarica, in Vitoria Gasteiz (in northern Spain). Here's a description of the exhibition, which also includes work by Eastwood - Real Time Strategy Group, Anita Fontaine y Mike Pelletier, Molleindustria, Derivart, David Pello, Terry Cavanagh and Stephen Lavelle, Robert Yang, Carbon Defense League, Tale of Tales, Martin le Chevallier, Copenhagen Game Collective:
PLAYFUL & Playable is a program of activities addressing the new relationships between the field of video games and contemporary culture, from the position of independent authors, creators and groups.In these developments outside mainstream and commercial trends, the gaming experience goes beyond the playful subject to settle in the territory of the critical and creative activity.
The program, which will run throughout the second half of 2010 with meetings, workshops, live acts and projections, is looking for prospecting and analyzing videogames as a cultural process, and begins with an exhibition of projects that address the dialogical relationship between player and author- designer-developer on a different perspective.
I know that most of you won't get to Basque country, so I'll take the opportunity to offer an update on the progress of A Slow Year. A few of you have emailed me expressing impatience, and indeed I'd hoped to have released the game by now. But I promise the wait will be worthwhile, not to mention thematic!
The game is done, and the Atari boards are ready (thanks to Corey Koltz for his help). The PC/Mac version is also done, although some tweaks to the Windows build are still needed. Mostly, I've spent the last month focusing on the framing and packaging of the game. This has turned out to be very, very important, since the game is a challenging one to jump right into. The limited edition Atari set was always going to be special, with a great deal of print matter accompanying the game. But after some considerable debate with myself over manufacturing costs, I've settled a way to extend that specialness to the PC/Mac edition. The result is taking a bit longer, but I think it will be worth it.
I'm currently planning to start taking orders next month.
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