Search Results for:


February 27th

…next, an interview and a commentary, about making and playing games in wider communities.

  • AN OUTCRY (Developer Interview) – DEEP HELL Skeleton chats with writer and developer Quinn K about fangames, translation, the desire to be heard through one’s work, and their new horror game, An Outcry.
  • It’s a Man’s World of Warcraft – Uppercut Elle Biesemeyer describes how toxic masculinity and abusive behavior permeate the social experience of online worlds (content notifications for racism, slurs, sexual harrassment).

“Our identities don’t disappear when we enter a video game. Gaming doesn’t provide an escape for

March 6th


Ok, that last heading postively creaks under my commitment to the bit, but these next two featured pieces are character studies.

  • Shades Reborn | Bullet Points Monthly Julie Muncy remarks that the the arc of Halo Infinite‘s deuteragonist is poignant, but obfuscated by the series’ heavy dependence on transmedia storytelling.
  • Disco Elysium’s Approach To Racism Is Incredibly Cynical | TheGamer Khee Hoon Chan looks closer at Harry’s character, his privilege, and the implications behind his less-predictable racist outbursts.

“But perhaps it’s one evidence of Harry’s personality as a shitty, drunk, and definitely

March 28th

…world is itself so structurally fraught with her shitty worldview.

  • Do Subalterns Dream of Digital Worlds? | RLS Geneva Pam Punzalan documents the structural barriers and challenges faced by Filipino game workers both domestically and abroad, centering their voices and experiences to do so.
  • “I wanted to juxtapose my experiences with Foster’s to drive three points home. First: the Philippine game worker space exists. Second: Filipino game workers can work at the same caliber as everyone else in the industry. Third: our existence and capabilities are constantly undercut by systematic racism and oppression. The problem instead…

    July 10th

    …producing culturally diverse games without defaulting to racism and appropriation.”

    • Writing for Games: Theory & Practice (Hannah Nicklin) – Emily Short’s Interactive Storytelling Lastly, a review! As friends in the know have told me repeatedly, Emily Short is one of the most vital people to read for anybody interested in learning about the particulars of games writing and narrative design. Here, she reviews an accessible and approachable entry-level guidebook for aspiring games writers, and it was enough to convince me to pick up the book myself.

    “If you’re a newcomer to this field, or…

    This Year in Videogame Blogging: 2022

    …That Systemic Racism Coming Along

    It would be nice to say that 2022 was the year we finally turned a corner on race representation in the games industry, but it’s almost like these problems are structural. Still, there are positives to focus on as well.

    • A Boy Is A Gun | First Person Scholar Oluwatayo Adewole unpacks how white western constructions of binary gender are weaponized against Black bodies–both cis and trans–in videogames as well as wider popular media.
    • Towards intersectional and transcultural analysis in the examination of players and game fandoms | Critical Studies in

    February 19th

    …| Kotaku Carolyn Petit gives Hogwarts Legacy an opportunity to speak for itself, and finds that it faithfully adapts J.K. Rowling’s myopic worldview regardless of her involvement.

    “It’s shortsighted, it’s centrist, it’s crushingly ordinary, the same way that forces like racism and transphobia are the most ordinary, tiresome things in the world. If there’s any real magic in the world, it lies in the ability to see that we don’t need these things, that they hold us all back, and that if we all want it badly enough and fight for it and leave behind the ones…