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November 12th

…Invisible Walls | Problem Machine problemmachine reflects on some of the disconnects between game design and real-world social systems.

  • Bad Images | Midboss (Em) – Medium Emilie Reed looks to pattern making for the origins, and fundamental structure, of computing, and suggests that we should look to pattern forms for gaming’s aesthetics.
  • “If we accept that “gameplay” as an abstraction is made up of loops and repeated parts and this is in part because of how computers work, it’s nonsensical to also ignore the implications this has for everything else about the form.”

    Reaching…

    November 19th

    …literary origins of some of its representation problems.

    “Lead designer and co-founder Carlos Gómez Quintana has said his interest in the Mexica derives from an early encounter with Gary Jennings’ Aztec, a flawed text rife with noble savagery. This is really what binds everything in Dragons Conquer America together.”

    Plugs

    • Episode 51 – Red Angel – Critical Distance Eric Swain brought us a new podcast episode.
    • Do Games Have A Visual Language Problem? – Waypoint The latest Critical Distance digest for Waypoint focuses on visual literacy.

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    Critical Distance

    December 3rd

    …With Justice – Waypoint Cameron Kunzelman identifies narrative and game design choices that emphasize one female character’s agency and autonomy.

  • dicks dicks dicks: Hardness and Flaccidity in (Virtual) Masculinity Amanda Phillips / Georgetown University – Flow Amanda Phillips examines the symbolic significance of soft willies, with reference to Genital Jousting and Tearoom among other recent subversive indie games and examples of discourse around game design.
  • “By cultivating rather than ridiculing or avoiding flaccid masculinities, from the queer packy to the homoerotic digital jouster, we can find an alternative to the strong men and hard bodies that…

    December 10th

    Allegra Frank highlights the portrayal of motherhood of this much-discussed game – an aspect that has been underappreciated, as most critical writing has focused on the politics of the story’s setting and the protagonist’s identity.

  • I’m Glad Wolfenstein 2 Didn’t Let Me Fight Hitler – New Normative Nic Reuben turns Godwin’s Law on its head a bit here, looking at the power of the image of Hitler and the ethically-fraught nature of satire, with reference to Malcolm Gladwell and Umberto Eco.
  • “[T]he audience often require[s] a pre-existing political alignment with the satirist to recognize the commentary…

    January 7th

    …confront the empty reality of millennial capitalism, and calls for games that can help us to imagine an alternative.

  • The Vaporwave Aesthetic of Broken Reality | Unwinnable Khee Hoon Chan addresses the millennial loss of purpose via nostalgic superflat glitch aesthetics in this mid-development title.
  • “This system of gathering as much social media currency as possible, only for a vague sense of reward, reminds me of the pervasiveness numbness that comes with consumerism.”

    Normal apocalyptic

    Three critics highlight games that challenge received genre conventions relating to zombies and the apocalypse.

    • An…

    February 11th

    …which to imagine alternative cities and political structures.”

    Limitations

    Finally, two critics look at visual expression in games, with an eye towards things that feel familiar, whether that familiarity is comforting or creepy.

    • (9) Hygge in Video Games – YouTube (Video: auto-captions) Satchell Drakes highlights some visual design techniques that create a sense of simplicity and coziness in some of his favorite games.
    • FAITH – calei2copi0x Celia Sanchez argues that horror is best found in the unseen, and nostalgia is best used in service to consistent narrative and aesthetic goals.

    “FAITH‘s…

    March 18th

    …– Haywire Magazine April Tyack reads Monster Hunter: Worlds through philosophical thought about colonialism and the construction of identity.

  • Civilization is all rise and no fall | Rock, Paper, Shotgun Alister MacQuarrie examines narrative structures in conventional storytelling and in 4X games, arguing that how we imagine the narrative arc of a civilisation has implications for how we make sense of the big problems facing humanity.
  • “It’s vital we think of alternatives that challenge the myth of perpetual growth, instead of uncritically repeating it, not simply to create variety in strategy design, but also because that…

    April 15th

    Videogames: where frustration and inconvenience can be enjoyable. This week’s roundup features writing on the design and portrayal of economic systems, emotional loops, and physical structures for human bodies.

    Fathers

    First, this week brought us three pieces about dad games, children, and conservative fantasies.

    • A Quiet Place presents a world where you can’t learn from your mistakes – Polygon Ben Kuchera argues that this game reflects the worst paranoias of a parent, without critiquing the harmful behaviors that this paranoia produces.
    • ‘God of War’ Triumphs Because It Confronts Its Own Bloody Legacy – Waypoint

    July 8th

    …the end we are flawed beings living at the whims of the cosmos.”

    Love and hate

    This was a great week for reflections on games and the history of art, or art about history.

    • Art Games Have Always Existed – YouTube This playlist of videos on the history of art games is a fantastic resource.
    • Game Art: Joseph Delappe’s Elegy: GTA USA Gun Homicides (2018) – GAMESCENES Game Scenes wrote about Joseph DeLappe’s project that uses Grand Theft Auto’s built-in graphic simulations of gun violence to visualise actual gun violence occurring every day in…

    August 15th

    …game like this.

    A game that might follow the logic of Bogost’s procedural rhetoric in a way more relevant to the social gaming system might be something along the lines of a management sim about running a social gaming development company.

    David Carlton at Malvasia Bianca looks at ‘Operas, Musicals and Videogames’ and wonders why,

    If these well-respected art forms can use a threadbare narrative as a vehicle for glorious set pieces, why on earth shouldn’t we do the same?

    Kirk Hamilton on how Grand Theft Auto IV should have ended [mirror]…