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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.

Collective Sigh

Long section to start off with this week. Here we’ve collected a variety of pieces–reporting, commentary, interviews, calls-to-action–concerning the recent crackdown on NSFW games by Steam and itch in response to the agitations of a TERF group. Given the breadth of angles here, you could consider this a suggested reading order.

“the people who most need to charge money for their games are also people who don’t have a lot of money to spend on other people’s games. i do think it’s kind of led to people being alienated from their own peers a bit – to a landscape where students, broke people, people excluded from the official economy end up all trying to hock games to the same nonexistent middle class consumer, while having their own time and shared terrain eaten up by f2p, fortnite, roblox, gacha and anything else without that upfront cost.”

Namco Museum

This one’s a long section too, and I’m playing pretty loose with the associations. All of these picks have something to do with history–personal history, art history, industry history, (a)historicism–you get the idea.

“There is already a great, developing literature on historical games that accomplishes this goal. Maybe one day Tore Olsson will read it.”

Community Action

This next set brings together different ideas around community–whether it’s protest, game jams, or porn game dev.

“Flash games have different priorities than regular games.They were made to be played for a short time, and so they often went straight to the point. In non-porn games, the point is ‘the good stuff’, the thing that hooks the player, whether it’s story, gameplay or art. As for porn games, you would think it’s the sex. But if the sex is the good part, people would watch regular pornography.”

Art and Craft

This next trio all talk about the craft of game design from some angle, whether it’s how a player character comes to be, theatrical device, or the surprising lore affordances of beds.

“I’m an engine programmer, not a writer. And so to my systems-oriented eye, this looks like an incredibly powerful approach: once the mechanism is in place to let people put a couple of simple textboxes anywhere in the world, they can easily throw in bit after bit after bit of detail. All of this detail adds up, without needing an extra menu, voice recordings, a media player, or much of an overarching plan that all needs to come together just so.”

Treasure Hunt

The three pieces collected here all highlight interesting and unusual media artifacts.

“This all perhaps sounds a bit harsh, but I do have a real and abiding fondness in my heart for an interesting failure. This disc is clearly not what anyone involved wanted it to be, but there’s something intriguing about the almost-clarity of the concept and the room to imagine what it could have been in other circumstances. Moon Light Café didn’t live long enough to see its own format live again, but we can still visit from time to time. Can’t we?”

Oz Well That Ends Well

These two pieces examine the exchange and influence between games and artists in other media.

“Nowadays, the advent of streaming services and digital distribution platforms has made it easier for people interested in stories from other countries to seek out the rich history and culture that makes them so unique. I hope you might seek out some of these films to learn not only about the respective actors, but the mythology behind the stories they tell.”

Critical Chaser

Long live the Sunday Papers.

“It’s in the strapline of every one of these columns: read more! I’ve curated The Sunday Papers in part to spread writing I think is worthwhile, but I’ve also handed the reigns of the column to the newest writer on the team several times over simply to give them an excuse to read more during work hours. The field of games journalism has a cultural memory of about six weeks in part because even the practitioners of it don’t read enough games journalism – but also, you should read voraciously outside of videogame journalism, too.”


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