Welcome back readers.

We’re running a shorter issue for this holiday (?) weekend, but don’t forget to submit your picks for our end-of-year review!

This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.

Modes of Production

This week we’re opening with a pair of large industry-scale pieces on culture and labour.

“Though the game industry is a relatively young one, the systems in place have a deep chokehold, and change isn’t going to happen overnight. Change is coming — there are many more unions in the industry now, and even more incoming as workers organize themselves. That may not be much help to the people already laid off, but it brings hope for the future.”

Seeing and Becoming

This identity-themed pairing cuts across video and tabletop lines to examine games as a mode of queer self-examination.

“Kaiju Table Battles is an unusual thing. It is as much a question as anything else. It asks us to consider the identity of its actors, its monsters, its players. The Selves it produces. I will never play the game again. But what we consider the not-game, I expect, I hope, I will never stop playing.”

Write Stuff

Now let’s talk about craft and technique in writing and translation.

“Handling player knowledge is always a significant challenge in interactive narrative: while you can track what the player has seen during gameplay, you can’t track what they remember, and you definitely don’t know what they’ve concluded on their own. So if the aim is to present the player with the ability to articulate the state of the world as they actually understand it, you first have to find out what the player does understand. Which isn’t always easy.”

Critical Chaser

There are a surprising number of things that Miyamoto has never said.

“”A delayed game is eventually good, but a rushed game is forever bad” is a quote often attributed to Miyamoto, but where’s it really from?”


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