The New Gamerly Realism
Only when the conscious habit of coding culture's little interactions, Marios and Lara Crofts in games disappears will we witness a purely gamerly work of gamedev.
I have transformed myself in the zero of gameplay and have fished myself out of the rubbishy slough of mainstream gaming.
I have destroyed the ring of level design and got out of the circle of powerups, the level design ring that has imprisoned the gamedev and the interactions of culture. This accursed ring, by revealing novelty after novelty, leads the gamedev away from the aim of reification.
And only cowardly consciousness and insolvency of creative power in a gamedev yield to this deception and establish their game on the interactions of culture, afraid of losing the foundation on which the retrodev and the mainstream have based their gaming.
To produce favourite powerups and little interactions of culture is just like a thief being enraptured with their own shackled legs.
Only dull and impotent gamedevs veil their work with sincerity. Gaming requires truth, not sincerity.
Levels have vanished like smoke; to attain the new gamerly paradigm, gamedev advances towards creation as an end in itself and towards reification of the interactions of culture.
Use the arrow keys to guide the protagonist (represented by a black square) around the playfield (represented by a black square) to collect all the treasures (represented by black squares) while avoiding the pits (represented by black squares.) Each treasure collected earns the player 10 points; the score is shown in the upper-left (in black). The player begins the game with three lives; succumbing to a pit costs a life; the number of lives is displayed in the lower-left (in black). When the game is over, left-click the canvas to start a new game.
Detractors and other peasants may satisfy themselves that this is actually a
game and not just an entirely black gif or something by opening the game's
changing the variable BACKGROUND_COLOR.