what we see PICO-8 doing right as a fantasy console 

1. It is designed, first and foremost, to be a tool that facilitates creativity through intentional constraints.

2. It is mostly well documented (SFX and music docs are lacking).

3. It is polished, with few bugs and good configuration features.

4. It is easy to share creations from, including via export to HTML5, and lightweight enough to run on low-end hardware.

5. It is easy to install and does not require separate libraries.

- 🐲 πŸ’­

(this was a bit inspired by lexaloffle.com/bbs/?tid=29330 on the Lexaloffle forums contemplating the same question. - 🐲)

Show thread
Follow

PICO-8 feels like the concept of "the medium is the message" put into practice. We keep remembering Joseph "zep" White's PRACTICE 2018 talk - youtube.com/watch?v=87jfTIWosB - when we compare PICO-8 to other fantasy consoles, or game engines in general, and zep's focus on designing a design space.

Calling them fantasy consoles was a convenience of language. It was never about the fiction of imaginary machines.

- 🐲 🌌

Sign in to participate in the conversation
gamemaking.social

Hi! Game Making Social is a part of the Fediverse dedicated to being a well-moderated, cosy, friendly place to talk and share stuff about amateur videogame making, and everything surrounding that.

It's kinda an offshoot of Game Making Tools, which is a wiki(+) for a similar audience.

Game makers, game writers, game curators, etc. etc. most welcome!

I also try to maintain a list of not-jerk game-making communities on the wiki, which you might find interesting.

Please read the rules before signing-up :)

PS: We have Animal Crossing, LSD, and Klik & Play emoji :3