50 Short Games

Last updated
50 Short Games
50 Short Games Cover.png
itch.io version art
Developer(s) Stephen Gillmurphy
Engine Fusion 2
Platform(s) Windows
Release11 January 2014
Mode(s) Single-player

50 Short Games is a 2014 video game by Irish independent developer Stephen Gillmurphy, under the name thecatamites. As described by the title, 50 Short Games is a compilation of short-form interactive games, often experimental and avant-garde in nature. Gillmurphy produced one game per day for the compilation for several months in late 2013. 50 Short Games received positive attention from critics for its unusual format and novel method of creation, and was showcased at Apexart as part of an exhibition in 2019.

Contents

Gameplay

A screenshot of Anxiety World, one of the titles in 50 Short Games. 50 Short Games.png
A screenshot of Anxiety World, one of the titles in 50 Short Games.

Purporting to span "genres as diverse as action, treasure hunter, essay and miscellaneous", [1] 50 Short Games contains a number of varied and experimental games with no dominant genre that function as "existential toys, self-experimentation (and) broken half-thoughts". [2] Individual games span from short, passive experiences to longer, sustained gameplay, reflecting the development process for the game. [3] Players select games through a menu reminiscent of a multicart. Examples of games include:

FF35A satire of the Final Fantasy series, based on Gillmurphy's "sincere admiration and fascination for the series", [3] the game is a slideshow of scenes for an imagined role-playing game before leading to an open plea by the developer to work on the next Final Fantasy game. [4]
Moppy ReturnsA sequel to a previous title, Moppy Revives, [3] the game initially resembles a traditional game, with the player as Moppy collecting a key to open a door, but is thwarted by a Dark-Moppy, who triggers text about Moppy's realization of needing to look after their own health. [4]
Operative AssailantsInspired by Auf Wiedersehen Monty , [3] the game is a narrative experience featuring a "string of gags about an incompetent super group trying to take down a faceless enemy." [2]
The Quiet ManA scene in which an audience watch the titular film The Quiet Man, only to speak over the film by commenting on the actions occurring within it, reminiscent of the "annoying audiences that ignore the core value of the work". [4]
Which WayDescribed as "a point and click journey through a fourth-dimensional funhouse", [2] the concept of the game was based on a previous idea by Gillmurphy to set a maze of rooms using the same box, with different assets to create the illusion of variation. [3]

Development

50 Short Games was developed by Irish independent game developer Stephen Gillmurphy, who had previously developed similar titles including Space Funeral . The game was the first commercial release by Gillmurphy, who stated he wanted to explore commercial distribution out of curiosity "as to how much money I could get and how sustainable it would be." [5] Gillmurphy pursued the idea of a compilation release in response to increasing public attention to his games, which led to anxieties that player expectations may not match the output of a commercial release. [5] The compilation was also pursued as a self-imposed project to seek motivation after being "very unhappy as a result of doing very little", wanting to "overcompensate for my slothfulness" by "posting things constantly, regardless of quality, with no indication of what was worth playing and what wasn't." [3]

Developed over the course of several months in late 2013, each game from 50 Short Games was assembled in the course of a single day. [6] Gillmurphy's process for developing each game involved "drawing games on index cards with markers during lunch breaks." [7] Gillmurphy used Bosca Ceoil, a simple program allowing users to develop loops of music using MIDI instruments, and assembled the resulting loops in Multimedia Fusion 2. Gillmurphy stated that this program was desirable for its disposable and efficient nature, as music for the games was developed quickly "as the last thing I did for a game and mostly done late at night". [3]

Gillmurphy composed detailed notes providing context to the underlying inspiration and process behind the creation of each game. [3] The inspiration behind the games was eclectic, with Gillmurphy citing influences from comic books, literature, music and other independent games as reference points. Some games, including Anxiety World and Night Thoughts, were inspired by personal experiences, dreams and feelings of disorientation arising from working on the game at very early or late hours of the day. Many games were also developed as continuations of previous or half-completed projects. [3]

Reception

50 Short Games received interest from game publications as an unusual and engaging work of experimental design, whilst acknowledging its uneven execution. Writing for Kill Screen, Filipe Salgado found the games to be "playfully experimental" and "dark and funny, alternating between macabre imagery and surreal anti-comedy", whilst acknowledging that the game is "isn't, sadly, a good gateway into his work", noting that the game's liner notes function as an "artist's statement that is honest about (its) failures", noting some games come off as "opaque and undercooked". [2] Adam Smith of Rock Paper Shotgun praised 50 Short Games as a "deliriously creative creation (from) one of fringe gaming's strongest and strangest voices" and "a tremendous piece of history." [6] Tom Sykes of PC Gamer stated the games were "exactly as brief, scrappy, hilarious and slightly buggy (and) glitchy as I was expecting", recommending players not expect "polished works of genius" with the game. [8] Julian Bension of PCGamesN stated "each (game) is bizarre, broken, and wonderful in good measure." [9]

In 2019, 50 Short Games was showcased in the New York gallery Apexart as part of Dire Jank, an exhibition curated by writer and game designer Porpentine Charity Heartscape to showcase games depicting "sublime worlds that blossom in the trash". [7] Writing for Art News, Charlie Markbreiter praised the exhibit as a countercultural attempt to differentiate the titles from studio video games, "frequently viewed as a commercial and thus inherently unartistic medium", observing that in contrast the Dire Jank on display are "short and circular narratives of futility." [10]

In 2019, as part of a five-year retrospective since having developed the game, Gillmurphy claimed that 50 Short Games sold "around 500 copies", which he considered a success in comparison to similar "weird scrappy narrative art games." [11]

Related Research Articles

<span class="mw-page-title-main">Unreal Engine</span> Video game engine developed by Epic Games

Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal. Initially developed for PC first-person shooters, it has since been used in a variety of genres of games and has seen adoption by other industries, most notably the film and television industry. Unreal Engine is written in C++ and features a high degree of portability, supporting a wide range of desktop, mobile, console, and virtual reality platforms.

<span class="mw-page-title-main">Game Developers Conference</span> Annual video game developer conference

The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tutorials, lectures, and roundtables by industry professionals on game-related topics covering programming, design, audio, production, business and management, and visual arts.

<span class="mw-page-title-main">Browser game</span> Video game played in a web browser

A browser game or flash game is a video game that is played via the internet using a web browser. They are mostly free-to-play and can be single-player or multiplayer.

<span class="mw-page-title-main">Indie game</span> Class of video game, generally independently published

An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. Because of their independence and freedom to develop, indie games often focus on innovation, experimental gameplay, and taking risks not usually afforded in AAA games. Indie games tend to be sold through digital distribution channels rather than at retail due to lack of publisher support. The term is synonymous with that of independent music or independent film in those respective mediums.

<span class="mw-page-title-main">Jonatan Söderström</span> Swedish video game designer

Jonatan Söderström, also known as Cactus, is a Swedish video game developer noted for his unusual and innovative games. He is best known as the co-designer and programmer of Hotline Miami (2012) and Hotline Miami 2: Wrong Number (2015), but had prior to those games developed over 40 small freeware games, many of which were reviewed and lauded even in the mainstream video game press. His game Clean Asia! was nominated for both Excellence In Visual Arts and Excellence in Audio at the Independent Games Festival in 2008. In 2010, he won the IGF's Nuovo Award, which honours unconventional game development, for his puzzler Tuning.

<i>Rock Paper Shotgun</i> Video game website and blog

Rock Paper Shotgun is a UK-based website for reporting on video games, primarily for PC. Originally launched on 13 July 2007 as an independent site, Rock Paper Shotgun was acquired and brought into the Gamer Network, a network of sites led by Eurogamer in May 2017. Its editor-in-chief is Katharine Castle, and its deputy editor is Alice Bell.

<span class="mw-page-title-main">Mojang Studios</span> Swedish video game developer

Mojang Studios is a Swedish video game developer based in Stockholm. The studio is best known for developing the sandbox and survival game Minecraft, the best-selling video game of all time.

<i>Europa Universalis IV</i> 2013 video game

Europa Universalis IV is a 2013 grand strategy video game in the Europa Universalis series, developed by Paradox Development Studio and published by Paradox Interactive as a sequel to Europa Universalis III (2007). The game was released on 13 August 2013. It is a strategy game where players can control a nation from the Late Middle Ages through the early modern period (1444–1821), conducting trade, administration, diplomacy, colonization, and warfare.

<span class="mw-page-title-main">Porpentine (game designer)</span>

Porpentine Charity Heartscape is a video game designer, new media artist, writer and curator based in Oakland, California. She is primarily a developer of hypertext games and interactive fiction mainly built using Twine. She has been awarded a Creative Capital grant, a Rhizome.org commission, the Prix Net Art, and a Sundance Institute's New Frontier Story Lab Fellowship. Her work was included in the 2017 Whitney Biennial. She was an editor for freeindiegam.es, a curated collection of free, independently produced games. She was a columnist for online PC gaming magazine Rock, Paper, Shotgun.

Android Runtime (ART) is an application runtime environment used by the Android operating system. Replacing Dalvik, the process virtual machine originally used by Android, ART performs the translation of the application's bytecode into native instructions that are later executed by the device's runtime environment.

<i>Unturned</i> 2014 video game

Unturned is a free-to-play survival game by Smartly Dressed Games, a studio consisting solely of Canadian game designer Nelson Sexton. It was released for Windows, macOS, and Linux in July 2014. Unturned allows players to create custom maps using an in-game editor. Cosmetics and mods can also be created using the game's Unity engine, which allows them to publish creations on the Steam Workshop. A retail version of the game was released for the PlayStation 4 and Xbox One by 505 Games in November 2020.

<i>Cities: Skylines</i> 2015 video game

Cities: Skylines is a 2015 city-building game developed by Colossal Order and published by Paradox Interactive. The game is a single-player open-ended city-building simulation. Players engage in urban planning by controlling zoning, road placement, taxation, public services, and public transportation of an area. They also work to manage various elements of the city, including its budget, health, employment, traffic, and pollution levels. It is also possible to maintain a city in a sandbox mode, which provides more creative freedom for the player.

Source 2 is a video game engine developed by Valve. The engine was announced in 2015 as the successor to the original Source engine, with the first game to use it, Dota 2, being ported from Source that same year. Other Valve games, such as Artifact, Dota Underlords, Half-Life: Alyx, and Counter-Strike 2, have been produced with the engine.

<i>Space Funeral</i> 2010 video game

Space Funeral is an independently created role-playing video game and art game by Irish developer thecatamites, Stephen Gillmurphy. The short game was created using RPG Maker 2003, and centers around a boy named Phillip, who leaves home to save his world from a mysterious corruption.

<span class="mw-page-title-main">Might and Delight</span> Swedish video game developer

Might and Delight is a Swedish video game development studio and publisher based in Stockholm. The studio was established in 2010 and is best known for the Shelter series.

<i>World of Darkness</i> (video game) Canceled massively multiplayer online role-playing game

World of Darkness, also known as World of Darkness Online, was a massively multiplayer online role-playing game (MMORPG) in development by CCP Games from 2006 until its cancellation in 2014. It was based on the World of Darkness series of tabletop role-playing games by White Wolf Publishing.

<i>Moirai</i> (video game) 2013 horror video game

Moirai was a 2013 indie game developed by Chris Johnson, Brad Barrett and John Oestmann. Described as an experimental game, although Moirai purported to be a single-player adventure game, it is revealed to the player that their decisions and input influence the experience of the next person to play the game. Moirai received analysis and reflection from critics and academics about the moral implications raised in the game. Due to trolling and a hack of the game's database, Moirai was discontinued in June 2017.

Stephen Gillmurphy, known professionally as thecatamites, is an Irish independent video game developer noted for his prolific career of publishing short independent freeware games, including Space Funeral. His games are typified by the use of self-drawn, mixed-media graphics and offbeat, satirical tone. Described as publishing "weird outsider games", Gillmurphy has received positive reception from independent game outlets.

<i>No One Has To Die</i> 2021 video game

No One Has to Die is a 2013 video game by independent developer Sammy Madafiglio. The game is a narrative-driven puzzle game that explores science fiction elements including time travel, in which the player must make choices to rescue and sacrifice characters trapped in a fire at the headquarters of a mysterious corporation. Critics praised the game for its unorthodox use of the time loop theme in gameplay mechanics and its narrative and characterization.

References

  1. Gillmurphy, Stephen (January 2013). "50 Short Games". Harmony Zone.
  2. 1 2 3 4 Salgado, Filipe (31 July 2014). "With 50 Short Games, Thecatamites Becomes the Robert Pollard of Videogames". Kill Screen.
  3. 1 2 3 4 5 6 7 8 9 Gillmurphy, Stephen (2014). "Notes and Things". Harmony Zone.
  4. 1 2 3 "50 Short Games". Indie Hell Zone. 27 January 2018.
  5. 1 2 Rose, Mike (28 January 2014). "Just who is 'thecatamites' anyway?". Game Developer.
  6. 1 2 Smith, Adam (13 January 2014). "Thecatamites' Commercial Collection - 50 Short Games". Rock Paper Shotgun.
  7. 1 2 Heartscape, Porpentine Charity (2019). "Dire Jank". Apexart.
  8. Skyes, Tom (13 January 2014). "50 Short Games bundles 50 short thecatamites games for a nominal fee". PC Gamer.
  9. Benson, Julian (12 January 2014). "50 Short Games is exactly what you'd expect". PCGamesN.
  10. Markbreiter, Charlie (14 May 2019). "Losers and Loss - Video games at Apexart". Art News.
  11. Gillmurphy, Stephen (23 January 2019). "50 Short Years". Tumblr.