David Mershon

David Mershon has considered himself to be the Western hemisphere's premier author of amateur video games for as long as he can remember. His work draws inspiration from the essential humanist themes of obsolete science, speculative television and œconomic humour.

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    Adelbert Vester: Humoural Physician

    A game of antiquated science and courtly intrigue.

    David Mershon, Mike Sennott

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    Banker's Dozen

    Relativity, meet Finance.

    David Mershon

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    Non Linear

    A game of redaction for the tiny editor inside of us all.

    David Mershon

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    The Charlatan

    a plot to end science, because science ended the world

    David Mershon

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    The FILTH and the FURY!!

    New Music Journalism in old Narciso Catastrophe.

    David Mershon, Joe Osborn

2010/12/11

Interstellar Trade

Filed under: Banker's Dozen,Uncategorized @ 00:28

Banker’s Dozen is now playable and available in PC and Mac varieties. I would like to thank Paul Krugman for inspiring the project, Peter Brinson for his fantastic review of the game, and all of my friends and Happymakers at USC for their assistance.

Trailer

Bonus Features

Those of you who would like to enter the intellectual sausage factory that spawned this experimental game can take a look at my research paper.

2010/11/17

Fitzcarraldo

Filed under: Uncategorized @ 13:26

At the market I ate a piece of grilled monkey—it looked like a naked child.

Werner Herzog
1979

2010/11/06

Irony

Filed under: Uncategorized @ 16:14

I have been thinking that post-structural philosophy is now the meta-narrative that controls discourse in the humanities. Isn’t this the definition of irony?

In the words of Cory Doctorow – “Yesterday’s pirates are today’s admirals.”

2010/08/23

Two Questions

Filed under: Uncategorized @ 11:50
I want to kick off this semester by putting out a couple of questions that I’d like to answer.


I.
Designers frequently try to inject drama into games.  Stern and Mateas’s Facade is an explicit example of this.  Although it was interesting, Facade was ultimately a magnificent failure.  Its opaque nature and curtailing of player agency made it not the kind of game experience that I want to create.  It got me thinking though, if we can try to shoehorn drama into a game, why not try to extract a game from drama, particularly dramatic works that were not previously thought to be great subject material for games?


I was speaking to Mike Sennott about some difficulties I’ve been having with the fiction of Banker’s Dozen (my interstellar trade project), and we were kicking around the idea of a Dangerous Liaisons/Les liaisons dangereuses type of a plot where a bunch of plutocrats dare each other to do despicable things out of sheer boredom.  As we discussed the possibility I realized that the story of Dangerous Liaisons revolves around a game of seduction being played between Merteuil and Valmont.


I would like to pursue the concept of adapting this story this further, it at least has the potential to be the dating sim from hell.  I would also like to dissect some other not obviously game friendly stories that I have enjoyed to probe for potential gameness within.


II.
Adventure games are funny things.  They routinely have the most compelling fictional elements of any games, but their puzzles are so frustrating that aside from the occasional modern descendent(Dreamfall, Heavy Rain), the genre has been relegated to a strictly niche status.  What is it about the kinds of challenges present in adventure games and IF that can make them so unpleasant?


My theory had been that adventure games have challenges of “choice discovery” as opposed to “choice selection”.  What this means is basically that in adventure games, if you know what the rules of a puzzle are then you’ve basically got it beat.  Every obstacle is a one off problem that is solved by reading the mind of the designer.  This is a pretty good story, but the more I think about it, there are plenty of adventure puzzles that this just doesn’t apply to.  The mechanics of insult sword fighting in The Secret of Monkey Island is a prime example of an adventure game puzzle where most of the gameplay happen after the rules have become clear, and I remember this part of the game being more fun than frustrating.  



My question is, what is up with these exceptions?  What really is the difference between an adventure puzzle and the challenges of an action or strategy game?  Are adventure games primed for rehabilitation as a popular genre, provided they adopt these non one-off types of puzzles and challenges?

2010/08/18

An experiment in the use of poetry for the design of game fictions

Filed under: Uncategorized @ 23:28

Martingale

Those old men have ruled the world for too long from their casino in the sky.  I’m within arms reach of shutting them down but its members only access to the VIP area and I’m not on the list.  One day I’ll take my place at the Omega table and fleece them to the last hand.  Today I’m playing in their stadium by their rules in front of an umpire with their smug faces watching me from behind a solid gold mask.  The pitcher is winding up and he’s been pumping horse tranquilizers all summer.  Its time to swing.

In case anyone was wondering, this is  related to my  interstellar trade project, which I hope to blog about as I build it this fall.

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