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January 24th

…the moment in which the player first observes their player-character through a portal.

And so now you say to yourself—maybe not aloud, maybe internally instead—“I wonder what I look like.” So you backtrack, trying to get a better look at yourself. And ever so carefully, you edge into your own line-of-sight. Surprise! You are a chick. THAT IS UNSETTLING. It’s unsettling even if you really are a chick, but probably also if you are a dude. Because, when you spatially align yourself so that you can observe your own avatar, she is staring off to her right or

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February 7th

…blog called Post-Hype, Chris Breault asserts that the oft applied metaphor for comparisons with Uncharted 2, that is that it’s like a film, is inaccurate. In fact, he says, ‘Don’t call Uncharted 2 a film’ at all.

David Carlton has been thinking about children’s and adolescent literature and comparing/contrasting the features of that genre with videogames aimed at children and teens. Like his previous application of the fiction/non-fiction literary categories to videogames, The Beatles: Rock Band in particular, I found Carlton’s line of reasoning both illuminating and persuasive.

At the Borderhouse this week, Rho writes about some of…

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July 25th

Ben kindly asked me to take over this week as he would be away from the internet and, as you can imagine, that makes it difficult to complete one’s duty of rounding up the best the blogosphere has to offer.

To start off I want to note two works that comment on an ongoing debate and criticism of the larger video game culture, namely the video game review. Jim Sterling at Destructoid does his best to give the public what they want, a completely objective video game review. He does a magnificent job on Final Fantasy XIII, ending

June 12th

E3 2011 has come and gone. It’s been a really busy week in the game industry—not just for game developers, but for the game journalists who struggle to cover each and every facet of the big event. Personally, the entire week has had me swamped up to my elbows with writing non-stop coverage of the event.

Happily, the minute to minute reports of new games haven’t done much to distract games writers from dissecting videogames and providing us with plenty of reading material. Without further ado, here is the week in videogame blogging.

In the spirit of

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July 14th

…descend from on-high utterly fails to understand two key points: 1) in this day and age, creating direct analogs to those landmarks is actually impossible, and 2) games and games criticism are in the midst of a renaissance. An unstoppable explosion of evolution and creativity. The formation of an identity that is, frankly, far more exciting than film. Why aren’t we championing that to everyone with (or without) ears? Why are we instead breathlessly awaiting the day our medium suddenly and inexplicably conforms to somebody else’s standard?

Lastly, Mark Filipowich points out a more fundamental issue facing game…

November 16th

…The Digital Antiquarian, Jimmy Maher performs a meaty retrospective on Activision’s seminal 1986 Alter Ego and its key developer, psychologist Peter J. Favaro.

Elsewhere, Kyle Kallgren’s usually film-focused video series Brows Held High goes for the interdisciplinary approach this week with a fascinating analysis of the interplay of the visual languages of games and cinema — taking as its starting point Gus Van Sant’s experimental ‘road trip’ film Gerry and its unorthodox source of inspiration, Tomb Raider.

Gonzogunk

We’re seeing an observable downward trend in the frequency of thinkpieces on The Hashtag Which Must Not Be Named,…

May 10th

…affective, and to the science of construction, the math of procedural generation.

Christopher Malmo interviews the creator of Bitcoin Mining Profit Calculator: Gaiden, Totally Not Satoshi for Motherboard. Their conversation covers their games, cryptocurrency and internet libertarianism.

Little Games

Rachel Helps offers a brief overview of Taarradhin, a dating sim where the player’s objects of desire really don’t have a lot of interest in them:

The “true ending” only unlocks after you’ve seen the other endings, as if you, the player, needed to get your selfish romancing desires out of the way before you…

August 16th

…of asexuality in games. Meanwhile, in Aevee Bee’s ZEAL magazine, developer and games educator Robert Yang muses on the way we model bodies in games, in which their dynamism (or possibly, embodiment) is frequently overlooked:

Animations are essentially flipbooks; when we flip through the individual pages or frames quickly, we create the illusion of motion. Computer animation helps automate this process by taking human-authored “keyframe” poses and generating the “in-between” frames, or even entire animation sequences through motion capture. Then game engines loop through these sequences of poses to transform bodies along predictable trajectories. When you walk in

September 25th

…“Gaming culture is a vibrant new arena of action where sound economic ideas have a real chance to take hold. There is already discussion about how in-game economies emerge and evolve—particularly how they deal with money and inflation. But games incorporate economics at even more basic levels. Indeed, gamers are already using the economic way of thinking without even knowing it.”

The Consent Guide

An economy is partly something that people co-create, and partly something that people endure. In these pieces, people share strategies for survival, be it shelter from hypercapitalism or proactive efforts to change rape…

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March 5th

Video games have been appropriating from Natives both blatantly and obliquely for decades. And as much as we’d like to hope?—?it’s probably not going to stop anytime soon. But it definitely won’t without your help.

Cause and Effect

  • Job Simulator’s developers talk about making familiar spaces work in VR | ZAM John Brindle explores the fascinating struggle to make sense of basic objects and their complex properties by the designers of Job Simulator.
  • How Flash Games and Newgrounds Foretold Today’s Indie Experimentalism – Waypoint Kate Gray muses about the transition from early-internet