Category Archive: Other Site Articles

Jan 26

Joystiq: “Gaming while black: Casual racism to cautious optimism” by Jessica Conditt

A great article by Jessica Conditt on Joystiq.com discussing the history of gaming while black and what modern day challenges developers and gamers are facing in order to make the gaming community more diverse and inviting.   One of the big points for me is the statistic identifying the rate of growth amongst black game …

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Jan 22

Polygon: “Conservative, stuffy old Nintendo and its weird habit of wild radicalism” by Colin Campbell

Polygon’s Colin Campbell recently wrote an article that gives us some insight into the Willy Wonka like workplace that is Nintendo. By talking to Dan Adelman, a former employee who was responsible for bridging together Nintendo and many indie developers, Campbell reveals Nintendo’s traditional and conservative corporate culture, one that rewards longevity and doesn’t necessarily …

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Jan 21

Gamasutra: “Postmortem: Monolith Productions’ Middle-earth: Shadow of Mordor”

On Gamasutra, Michael de Plater, design director at WB Games studio Monolith Productions, wrote up a post-mortem on Middle-Earth: Shadow of Mordor detailing what went right and what went wrong with development on the game.   Overall, I really enjoyed this game but can definitely see where de Plater is coming from. The nemesis system …

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Jan 14

Rock, Paper, Shotgun: “In the Zone: How Gamers Experience The Real Chernobyl” by Nick Rush-Cooper

A pretty thought provoking article by Nick Rush-Cooper on games using real-world spaces. In this case, he examines the inhabitable┬áChernobyl Exclusion Zone and how it is used, changed, and rearranged in games like Call of Duty 4 and S.T.A.L.K.E.R. Shadow of Chernobyl.   The experiences he talks about in this article are ones that I …

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Jan 12

Kill Screen: “The Year in Maps” by Chris Breault

2014 saw a lot of big open ended games that required one of gaming’s most useful innovations, the map systems. Chris Breault of Kill Screen has decided to look at a handful of those maps from some of the biggest games and critique them and the world’s they represent looking at elegance, mechanics, and artistry. …

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Jan 08

Gamasutra: “Lessons Of A Failed Game Dev Studio” by Dan Drysdale

It’s always such a shame when we need to learn lessons for success from someone who has tried and fallen down. But that’s what mistakes are for. They are for learning. So that’s why I appreciate Dom Drysdale who wrote a blog piece on Gamasutra titled: Lessons Of A Failed Game Dev Studio.   In …

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Jan 05

Femhype: ” Playing Broken Games Motivates Me to Play Them More ” by Nicole

An amusing article by Nicole on Femhype about how a game’s brokenness motivates her to play them more. At first, it doesn’t really surprise me that she found some enjoyment from overcoming these unexpected obstacles. That’s what gamers do. I have to admit that I’ve done the same thing, whether it Fallout: New Vegas constantly …

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Jan 01

How Not to Suck at Game Design: “Beyond Fantasy – Gender Performance and Games” by Anjin Anhut

A great article by Anjin Anhut about the role of gender performance in games and game communities. It breaks down quite well how major retail games uses and exploits a male’s desire to “perform male” and as such kind of propagates a lot of issues in regards to the treatment of women in and out …

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Dec 30

Pop Matters: “Personalizing Race in ‘Dragon Age: Inquisition'” by Jorge Albor

A very interesting article by Jorge Albor on Pop Matters discussing how Dragon Age: Inquisition doesn’t shy away for incorporating the race of the player into the narrative.   There are some minor spoilers, but I still think it’s worth the read (I got the game for Christmas but haven’t played it yet.) Frankly, it …

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Dec 18

Polygon: “Remembering Ralph Baer, the inventor of home video games” by Jon-Paul Dyson

An excellent article by Jon-Paul Dyson, the Vice President for Exhibits and Director of the International Center for the History of Electronic Games at The Strong museum in Rochester, New York, that remembers one of the most important inventors in video game history, Ralph Baer. You may remember, that earlier this month, Ralph Baer passed …

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Dec 17

Gamasutra: “Nice when it happens: Thinking differently about questions of representation in video games” by Adrienne Shaw

A very good article on Gamasutra by Adrienne Shaw presents a new way to look at the issue of representation in games. In short, she argues that diversity in games should be valuable unto itself and that games should not necessarily only include diversity when it is convenient to the game developers. She interviews many …

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Dec 15

First Person Scholar: “Procedual Realism: The Political Representation of Reality in Video Games” by Steve Wilcox

I really love this article by Steve Wilcox over at First Person Scholar in which he asks us to examine the politics of game design. It’s a topic that has very much interested me for a long time and essentially means the arguments made by game designers by what they allow the player to do, …

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Dec 09

Game Phobias – A Wiki That Helps You Check If One Game Is Right For You

Now here’s a clever resourced, a wiki dedicated to cataloging all sorts of possibly triggering scenarios in a wide variety of games. It’s called Game Phobias and it’s mission is to allow people to check out games beforehand to ensure that their experience is as safe and comfortable as possible.   To test it out, …

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Dec 05

Gaming Trend: “Dragon Age: Why Games Need More Characters Like Dorian Pavus” by Kenneth Shepard

An excellent article by Kenneth Shepard over at Gaming Trend, analyzing the character arc of Dorian Pavus from Dragon Age: Inquisition. The article and this post has some spoilers so, tread cautiously.   There definitely needs to be more games that tackles the idea of racism, sexism, homophobia, etc. much more directly instead of always …

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Dec 04

GrumpyGamer: “Puzzle Dependency Charts” by Ron Gilbert

For all you adventure game makers out there, here’s some advice from Ron Gilbert himself. In his blog, Grumpygamer, Gilbert discusses the benefits of a Puzzle Dependency Chart as well as how to build one. Seems like a pretty solid idea that I’m sure has applications to more than just adventure games.

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