Rami Ismail (ramiismail.com)                             

Event Schedule

Biography

Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Nuclear Throne, Ridiculous Fishing, Super Crate Box, LUFTRAUSERS, GUN GODZ, Serious Sam: The Random Encounter & Radical Fishing.

Through his work at Vlambeer, Rami has come to realize that the marketing & business facets of many independent game developers could use some help. As such, he created the free presskit-creation tool presskit() and is working on side projects such as distribute() and gamedev.world.

Believing sharing knowledge openly is the cornerstone of independent development, Rami has spoken on a variety of subjects at dozens of game events around the world, ranging from the Game Developers Conference to Fantastic Arcade & from University seminars to incubator mentorship.

He is a avid opponent of game cloning after Vlambeer's Radical Fishing got cloned. He is also a proponent of searching for new, beautiful things in places no-one is looking for them and thus organized Fuck This Jam, a gamejam focused around making a game in a genre you hate. Rami also worked closely with the Indie MEGABOOTH team to enable indie studios to showcase at the larger game conventions, runs the #1reasontobe panel at GDC, and helps as an advisor on events such as Devcom, Train Jam, PocketGamer, and NASSCOM GDC.

Rami has received several awards and recognitions for his work promoting game development around the world, including the IndieCade Game Changer award for the decennial jubileum of the festival.

 
 
 

RAMI IS CURRENTLY IN THE NETHERLANDS.
YOU CAN REACH HIM AT RAMI@VLAMBEER.COM, , , OR BY CALLING +31 (0) 621206363.

The disappointing ending of Firewatch

 Content warning: discusses Firewatch spoilers

Campo Santo’s lovely debut title Firewatch has released to both critical and financial success, and yet the internet seems to be split on one specific element of the game: the ending of the game. During the course of the game, the player assumes the role of Henry, a man running from life and a marriage falling apart by taking a job as a firewatch in a national park. Through a walkie-talkie, he speaks to his supervisor Delilah, who is a mountain away. Throughout the course of the game, the two get personal and flirty, and something of a romance blossoms in the subtext.

As the game progresses, it sets everything up for Delilah and Henry to meet. The problem to a lot of people is that they never do. During a raging forest fire threatening the entire area, Henry discovers that an oversight made by Delilah might mean she is partially responsible for a young boy’s death, Delilah is devestated, but says she’ll wait until Henry arrives at her watchtower, so they can finally meet. Before he can, though, she has been lifted out by rescue chopper. When he pleas with her to meet up later via the radio, Delilah tells him to go back to his wife.

That’s disappointing. Games aren’t meant to end on a disappointing note. Since we identify so strongly with the avatar, going for an impossible objective in your final stretch is pretty much the biggest fuck you the game could give you in terms of game development. You fail. Henry is dependent on Delilah, looking to meet finally her, and you can’t. Delilah leaves and decides things are better that way. She doesn’t want to meet anymore.

And you know what? I love it. It’s brilliant. Delilah doesn’t want to meet. Life sucks sometimes. Deal with it. I’m glad a game can be that, too. That people can leave feeling upset, incomplete, frustrated, and thoroughly sad.

So to everyone complaining that Firewatch has a disappointing ending? I’m glad you liked the ending.