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labor

October 28th

…Games Tauriq Moosa makes the case for game critics taking the labor context of games into consideration in their reviews.

  • Well Played — Real Life Vicky Osterweil examines how games reproduce prevailing hegemonic ideologies of toil in an absolute must-read column.
  • “Why have video games emerged in this moment, growing as the earlier visual media forms have stagnated, losing audiences and drifting toward the margins of culture? What has the medium’s material role been under capitalism? How has it reflected or shaped the specific ways capitalism has developed since 1973, when the series of crises that…

    December 23rd

    …– Waypoint Cameron Kunzelman traces the lines of genre, and looks to today’s irreverent indie titles to divine what’s next for first person games.

  • In 2018, Video Game Developers Took Unionization Seriously – Waypoint Dante Douglas reviews the past year’s developments regarding the state of labour in games.
  • “Video games have, by and large, avoided or brushed past the question of labor rights for years, yet somehow, 2018 was the year where the nucleus of change began to form.”

    From the Margins

    More and more indie successes are making space for underrepresented voices

    The Last of Us

    …release, the AAA industry neglected to learn from The Last of Us in favor of a paradigm of “open-world bloat.”

    Meanwhile on Grantland, Tom Bissell praises The Last of Us as a “model of subtlety” for the medium and for its elaborate attention to detail, before briefly reflecting on the human costs of the game’s achievements: worker suffering in the form of labor exploitation.

    I have no doubt that to make this game, hair was grayed, health was ravaged, friendships were tested, and marriages were strained […] What I’m saying is that these glorious games

    February 17th

    …Frank offers up some pretty harrowing stats on representation in recent fighting games.

  • Radiator Blog: Thick skin: complexion, realism, and labor in games Robert Yang muses on the labour that goes into representation in games–from both a technological and cultural standpoint–and how that labour is unevenly distributed. And, shit, this one is a hell of a read.
  • Through Whose Eyes – ZEAL – Medium Ashanti Fortson, in a beautiful visual essay, reflects on perspective and autistic erasure in To the Moon.
  • Character before condition – looking at gaming and autism representation • Eurogamer.net Laura Francis takes stock…
  • July 7th

  • Labor and Capital | Unwinnable Justin Reeve examines an animation oversight and its consequences in Dishonored 2.
  • CASTLEVANIA: STOP WORRYING ABOUT YOUR TOYS – DEEP HELL Skeleton, in trying to figure out what draws players to Bloodstained: Ritual of the Night, looks back to an example of Castlevania done wrong: Lords of Shadow.
  • “At the halfway point of the game, after every Woman has died, the Abbott has revealed himself a coward and the vampires finally bare their fangs, I finally realized: Lords is a game for Serious Men.

    Men can be sad and

    July 21st

    …learn from playing games.

  • SPILLING OUT – DEEP HELL Skeleton clings to critical flotsam to stave off drowning in a sea of Takes, and in doing so, arrives at something about the state of games crit that has been incredibly difficult to articulate.
  • “In truth, there’s a lot of punditry going around in the world of games criticism. There’s not so much critique of labor practices going around as there is opinions on them. Who should do what, and when – but solutions offered only appeal to the barest audience of people that are already reading…

    Kentucky Route Zero

    Critical Distance is proud to present this Critical Compilation of Cardboard Computer’s Kentucky Route Zero, written by Nicholas O’Brien. Nicholas is an artist and researcher that makes video games, digital animations, and installations addressing civic history, urban infrastructure, and overlooked narratives of technology and labor. He currently lives in Brooklyn and is Assistant Professor in 3D Design and Game Development at Stevens Institute of Technology.

    When Kentucky Route Zero, the episodic magical realist point-and-click adventure from Cardboard Computer (Jake Elliott, Tamas Kemenczy, and Ben Babbitt), first reached players in 2013, critics were struck by its intricate narrative, distinct

    November 3rd

    …towards form that emphasize materiality and intimacy.”

    Untitled Labour Discourse

    There’s been a bump in discussions of labour in games over the last few weeks for. . . a few reasons. Here’s a pair of quality pieces, alternately examining labour-as-mechanic and the ongoing out-of-game labour of media preservation.

    • The Joy of Labor in Wilmot’s Warehouse | Unwinnable Jeremy Signor examines a game that refutes the work-as-tedium argument.
    • The race to save Japan’s incredible ’80s PC gaming history before it’s gone forever | PC Gamer Wes Fenlon looks in on a preservation group’s efforts to…

    Pandemics and games essay jam

    …themes and others:

    • How the COVID-19 pandemic has shaped and transformed our relationships and encounters with video games
    • How it has catalyzed changes in the games industry, from design and labor issues to marketing and corporate structure
    • How pandemics and other transmissible diseases are represented in games yesterday and today
    • How game worlds, especially in social and live games, have been affected by pandemics, whether rooted in game narratives or through “viral” trends in player behavior
    • How the trauma of COVID-19 has retroactively changed the legacy of older titles

    On January 4-10,

    August 29th

    …Moving forward, here’s two deep, crunchy critical dives on games past and present.

    • Opened World: Refusing Labor – Haywire Magazine Miguel Penabella explores a playful game about labour, refusal, and boundaries.
    • Super Mario Bros [1985] – Arcade Idea Art Maybury uses Super Mario Bros.‘ jazzy beats as a jumping-off point for subjecting the game–and games in general–to less-travelled analytical modes, synthesizing formal, poetic, and aesthetic approaches.

    “Outside of that very last sentence, video game analysis as it has existed (including my own) bears no resemblance to music theory. Rather, it takes after literary theory.”