[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Time to update those GameSetLinks, then, and this particular set is started by Auntie Pixelante's smart digging up of the Scratchware Manifesto, which is, as she points out, a document that was prescient even if not quite as influential as it might have been. (Is that the case with all manifestos?)

Also hanging out in here somewhere - the Artsy Game Incubator continues, Charge Shot does a good overview of first-person games that ain't the typical FPS grind, Mr. Raph Koster talks about money, points, and gaming incentives, and plenty more.

Ell cee dee:

auntie pixelante › the scratchware manifesto
'in 2008 i was commisioned to write a piece on the manifesto for notes on game dev. my argument in this piece, which was never published... was that although the document itself is rarely cited, many of the creators on the margins of game development - the hobbyists, the small and free and independent authors, the videogame zinesters - embody the spirit, if not the letter, of the manifesto.'

Artsy Games Incubator » Blog Archive » Round 4, Session 3 Recap
Including: 'Craig hit it out of the park with his metaphorical sports sim “A hit Videogame”. Employing the abstract distressed pixel style he uses in his films the game presents a setup that is Warioware like in its simplicity.'

Hit Self-Destruct: Chaos Theory
'As long as there's a Game Developers Conference in San Francisco, I am able to plan a day like this: Rod Humble lecture, visit to Alcatraz, Jason Rohrer lecture.'

Charge Shot!!!: First-Person WhatNow?
Re: the FPS: 'Here are some games that, despite perhaps containing a gun or two, have begun chipping away at an outdated moniker.'

Raph’s Website » Why Isn’t Money Points?
'In short, the Easter Egg hunt, crude as it was, had plenty of opportunity to insert a lot of deeply manipulative game mechanic tactics that create addiction, attention, and loyalty. Now, eventually, it did wear thin — as a pure accumulation minigame, there was not a lot of depth to it, and the choices users could make quckly palled. But at its core, what we had here was the basic acquisition mechanic of an RPG, in its bare bones form.'

We Can Fix That with Data / Who Still Types Item IDs in 2009?
A WoW player randomly gets a ridiculous dev-only item?