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

Stalking Ruins

This week we’re opening with a spread of selections that span digital warzones, survival games, and the role the games industry plays in propping up American imperialism in the Middle East.

“Pictures of Gaza now will eventually be studied (or more then likely; mined) for information when the next round of concept artists that run away from a studio to join one are tasked with creating the most realistic simulated warzones ever seen: pop culture makes a myth-industry where the only hunger is from bad taste, but we’ll surely have emotional contact with whatever version of events comes to us on a console over the next decade of culture war fall-out. An exhausting time to be alive, eight hours turns into a long time between runs to the wasteland.”

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Next up, let’s look at intersections between the industry and social media, networking more broadly, and influencers.

“This new form of marketing leverages the relationship that influencers have built with gamers, who may respect and value these creators’ opinions and recommendations. But at the end of the day the relationship a gamer has with a game is a personal one — that can only be influenced so much.”

Top of the Class

We came across two pieces about teaching feminist game studies, with discussions of pedagogy, accessibiity, craft, and more.

“My goal is to explore how both uncontrollable variables, such as the setting and the students, interact with controllable variables, such as the course design, to produce a novel experience of feminist teaching in game studies. Using feminist pedagogy and feminist game studies, I will explore my own experiences teaching a games and culture course through a feminist lens as I grow in my own pedagogical experiences and with the course design itself.”

Instruction Manual

Our next two sections focus on single-game analyses. These first two are for older titles, looking at legibility, enounter design, and more.

“Getting players to understand your mechanics without the need for too much tutorializing even for non-gamers is something of a golden goose for video games right now. But the task becomes vastly easier when you base your core mechanics in common knowledge, something people already understand so they’ll feel right at home in the game immediately.”

Tables and Figures

Now let’s look at a couple of contemporary titles sharing design minialism, a handcrafted feel, and narrative play.

“I like the way that the art and mechanics of Miniatures reminds me of other media. It opens the game to interpretation and is a good example of what a focused effort can accomplish. Like some other 2024 releases (Phoenix Springs, for example), there’s a handmade quality to its digital art. Its small moments of interactive surprise don’t suffer from repetition, and it’s not overly elaborate. Miniatures is a game for people who appreciate the details.”

Ink Ribbons

Here we’ve got some more survival-horror-oriented picks with both remakes and original works accounted for.

“I think of the conclusion of Final Fantasy VII Remake, where the weight of intervening time, audience expectation, and artistic legacy actually, physically materializes as villainous specters to force the game’s plot back onto the track it took in 1997. Like the SH2make time loop, this is a metafictional sleight-of-hand hoping to pass muster as something new, sating the audience with the mushy, rotting fruit of branching timelines and fan theories. But deep down, there is no new direction. The choice has been made. There is nowhere to go, and nothing has changed. You get what you already got. We’ve been here for two decades.”

Frames of Mind

This section explores inner worlds, philosophies of mind, trauma, grief, and more.

“Much like the manuscript that Andreas toils to make, Pentiment is a shining window into the ideals and beliefs of those who created it, a way to walk the streets of their inner cities, so that we too may marvel at its unique architecture.”

Critical Chaser

Closing out the week with a bit of dragon appreciation.

The Sims 4’s Cottage Living expansion felt like a turning point for the game, at least from a storytelling perspective; it gave me a reason to pull my Sims out of their houses and into the world to do small favors and storylines built into the game. I see the return of dragons in The Sims 4 as a way to build on that progress — a way for developer Maxis to flex its narrative tools while providing a wildly different fantasy playground for people to iterate on.”


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