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December 6th

…now, right? I mean, it’s definitely a game of a certain time. Anyway, here’s three retrospectives on retro titles, with a bit of design-minded focus sprinkled throughout!

  • Sokoban [1982] – Arcade Idea Arcade Idea spends time this week with a puzzle design so intuitive and so elegantly constrained that it has been duplicated wholesale in imitator after imitator.
  • Doom 3 is the Best Doom Game | Cole Writes Words Cole Henry returns to the underrated Doom 3, examining its mechanical restraint, its occasional jank, and its peerless atmosphere of horror.
  • Field four from From – Kimimi

June 21st

…was rather critical of aspects of the game and a number of actual developers responded courteously in the comments thread with suggestions and explanations. It’s great to see this kind of dialogue – last week it was game developers discussing with each other, this week it’s developers engaging with their critics constructively. One day I hope this will stop being noteworthy because of its regularity.

Duncan Fyfe writes this week about the relationship us blogger/writer/critic-types develop with our games. Namely, that it’s actually not the most fun ones that we enjoy, but rather the ones that stimulate and inspire…

Abstract image evoking bird silhouette

September 27th

…much critical consideration as Scribblenauts – or any other game for that matter.

Worth thinking about: but are all games really equally worthy of discussion and scrutiny? I’m sure there are things to be gained from and appreciated in any game, but I’m not as convinced as Michael, and I told him as much. He followed up with ‘The Joy of Iteration’.

Nels Anderson, on a similar riff, says “Perfection? I’ll take personality“.

Ian Bogost in his Persuasive Games column discusses Scribblenauts inclusion of the racially loaded term ‘Sambo’,

On the one hand, it…

December 6th

…lot of food for thought in here.

In Andrew Vanden Bossche’s latest Game, Set, Watch column he writes about what makes Faith form Mirrors Edge a memorable character.

Have a look at this; Trent Polack has imagined transcribed a conversation from the early days of film. It’s well served by its brevity, and I initially thought it was some sort of parody. Truth is stranger than fiction.

Michael Abbott has been playing Assassin’s Creed II this week and he wonders about dialect and language, specifically;

When Shakespeare says we’re in Milan, what does that mean?

June 6th

…from the novel ‘Departure’ by Alan Wake’, a piece wryly that lampoons the in-game novelisation present in the game.

Matthew Orona at BitMob tells us quite candidly that ‘My four year old son plays Grand Theft Auto’ [mirror]. Before you jump to conclusions, Orona makes an excellent case for letting informed parents decide what media their children can and can’t consume, and in this case, with quite interesting results:

I egged him on to take the car in front of him which was waiting at the red light. He quickly looked up at me with disgust and

October 31st

…product of great minds; blessed ideas that spring forth from the creator’s cranium like Athena from Zeus, fully formed and miraculous. But the truth is that ideas of the most compelling sort have no one source, and can come from the most intriguing of places assembled from seemingly dissociated bits and pieces. Recently in my writing about theory I’ve tried to convince you to look at it as something that grows from daily life and is itself a kind of practise as a result. What this way of looking at things enables you to do is see ‘theory’ as being…

July 31st

…hand (parrying, another basic part of a swordfight, does this). In addition to being unable to perform some of the most basic elements of combat, the hyper-immersive nature of 1:1 motion control means that any deviance from what the player is expecting to happen will completely destroy the immersion and fundamentally alter how the swordplay works.

At Joystick Division, Dennis Scimeca reckons ‘Social Games Give You Nothing For Nothing’:

I finally understand Ian Bogost’s Cow Clicker Facebook satire, and what he said at GDC this year about social games turning human beings into high fructose corn…

December 5th

…but Kotaku doesn’t see me as a gamer. No, instead I’m a multi-racial transgender who-knows-sexual possibly-feminist woman gamer. A boogie monster. Someone who uses too many –isms and –ists in their daily tweets to actually enjoy anything. I don’t think I’ve ever had anyone ask what it’s like to be me in this pocket of society.

You know that invisible ink in detective movies? If you could get an internet lighter, you’d find “This site is for heterosexual white American men gamers.”

It’s a highly evocative piece and I most certainly recommend reading it in full.

August 12th

…its fans wanting:

WHAT YOU DIDN’T REALIZE IS THAT WITH YOUR RAGE WITH THE ENDING, YOU ACTUALLY WANT THE DEATH OF STORYTELLING. SERIOUSLY. YOU ASKED HULK TO RAIL AGAINST SOMETHING THAT OFFERS GORGEOUS STORYTELLING, SO REALLY YOUR PROBLEM IS THAT IT WAS BAD AT VIDEO GAME INDULGENCE. SO HULK JUST HAS TO SURMISE THAT YOU DON’T ACTUALLY WANT STORIES AFTER ALL. PERHAPS YOU WANT TO BE LIKE THE PERSON IN THE VIDEO ABOVE, SCREAMING ABOUT WHAT YOU ARE “OWED” LIKE SOME SELFISH MALCONTENT. YOU WANT TO BE INDULGED. YOU WANT OPTIONS. YOU WANT GLUTTONY. WE HAVE A WORD

September 2nd

I made you an elaborate intro, but the cat ate it. So, let’s just get right into it. It’s This Week in Videogame Blogging!

On Gamasutra, Douglas Lynn draws a line between the “game” and the “game experience,” citing the latter as a more all-encompassing, multisensory interaction. Over on Video Game Tourism, Eron Rauch delineates the four major types of In-Game Photography.

Meanwhile, Kotaku’s Patricia Hernandez boldly (and many would say, correctly) asserts that there is no such thing as a game without politics:

Think, for instance, of player creation in any game. Look at