IN-ART PUR­CHASE

When an ex­per­i­men­tal game event be­comes a shop win­dow

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While the fes­ti­val is more akin to an art gallery than a game con­ven­tion, com­mer­cial re­leases still have a pres­ence. Last year fea­tured David O’Reilly’s Ev­ery­thing, while writer Nate Crow­ley’s ex­hibit of his 1,000 imag­i­nary Twit­ter games later be­came the more con­sum­able book 100 Best Videogames (That Never Ex­isted). Gra­mazio isn’t against the idea – whether a work be­comes com­mer­cially vi­able or up­loaded for free on itch.io, she says, “We hope the work we com­mis­sion has a life be­yond the fes­ti­val.”

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