in this liz ryerson blog post theres mention of 'dogme 95 but for video games' sort of in the style “sometimes people propose a dogme 95 for videogames and that's a little silly, for these reasons” and it got me thinking that it would be fun to do a sort of dogme 95 for videogames, bit of a cheeky dogme 95
so im making a bit of a wolfenstein, at least, i'm telling people im making a wolfenstein, and i kinda like the idea of having a club that makes wolfensteins, like a little wolfenstein makers club.
anyway if youd like to contribute, well, i don't have an explicit list of which videogame things not to do like in vanilla dogme 95, but basically we'd pretend that theres a list of ten-ish explicit rules for things that you must not do in the execution of your video game, in order to be able to claim that it was made to the dogmestein 95 spec (because, when i read the actual dogme 95 list im like, oh this is a nice idea but i dont want to not do these specific things because it seems hard, so you get to maintain your own list of things, but we don't mention the rules explicitly so we can pretend that we are all doing the same things. )
oh and because, game jams theres like a billion of them all the time, this one it starts whenever you read this or whenever you commit to creating your wolfenstein, and you have.... 20 years to do it, you can release at any point in those 20 years, release as early and as often as you like, but once those 20 years are up, that's it. and then... you don't have to tell me that you're doing dogmestein and in fact if you do tell me its frowned upon. but i will assume that any game that comes out in the future that seems to fit these restrictions is actually a dogmestein 95 game. even if you tell me its not. i'll be yeah, sure, wink.
anyway thats a lot of rules for i told you i wasnt going to tell you what the rules are, so you dont have to actually do any of the things i said, but that's the framework. it doesn't have to even really be a wolfenstein. but there are rules and we all secretly agree what they are, and not to discuss them, but they're real.
#also i propose that we pretend that#whatever year it is#actually its 1995
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