Tag Archives: Versus 2014

The Analog XP #7 – Lessons From Space


Our first XP of 2015 comes with lessons far away in time and space! Not that far, actually. But how can we relate our game design community to an event in the Cold War: The ASTP joint mission? With Americans and Soviet could work together during a really tense war, I’m sure us peaceful game designers can too! But there’s more to it.

Please send me your comments! Feedback is being amazing and I’m taking a little more care of The AXP this year. It won’t come out so often but I want to deliver more meaningful stories.

Since I’m also in a good mood, here’s an excerpt from a well favorable song for this post.

“Did you think that your feet had been bound
By what gravity brings to the ground?
Did you feel you were tricked
By the future you picked?
Well, come on down

All these rules don’t apply
When you’re high in the sky
So come on down
Come on down”

by Peter Gabriel, amazing song called Down To Earth

Thanks everyone!

This is what we have in this issue:
What can game designers learn from one of the most unprobable space co-op missions in history, the Apollo-Soyuz rendezvous?

All about 2015 brazilian design contests and why the “competition” actually are bringing developers closer to each other

+ VERSUS 2014
Last year we talked a lot about the Versus project, creating one game per month during one year. Finally a list with all our creations and some more opinions on it



The Analog XP #6 – Lost in Translation


We have a bunch of new popular foreign games being launched here and this translation thing is something that have been bothering me for quite some time, since I decided to first launch my game PULSE in English. But how does someone translate some work to another culture?

This is also an edition where I changed how Full Games will be handled. Well, like evertything else here, this is a new experimentation on my behalf. I always hated how the format of the magazine changed for some games we published and it used to just greatly enlarge the size of the magazine. Another thing is that these games are mostly prototypes frequently being tested and updated, but Patreon still does not let us re-upload files. So I decided to keep the games in an environment that I can edit and change the files so you’ll always have access to the latest version available.

Please send me your suggestions on this matter… and on everything you want to!

In this issue:
What are the main worries when decoding a game to a different language? These are the guys we asked that:
AISLAN DE BORBA ( Our Last Best Hope )
ANESIO VARGAS ( Numenera )
GILVAN GOUVEA ( Iron Kingdoms )

The experience on writing one game a month for almost an year

+full game: PRISONER
A GMless story game about survival and co-op between enemies isolated in a hostile planet