Tuesday, 26 August 2014

"Women as Background Decoration: Part 2 - Tropes vs Women in Video Games"

Written by Anita Sarkeesian, "Women as Background Decoration: Part 2 - Tropes vs Women in Video Games" was posted to YouTube:

Monday, 28 July 2014

"The studio that made Tony Hawk's Pro Skater closed, here's its billion-dollar story"

Written by Tracey Lien, "The studio that made Tony Hawk's Pro Skater closed, here's its billion-dollar story" appeared on Polygon:
"Releasing a game for the same series every year has a downside. There's a term called Madden Syndrome, derived from the Madden football video games. It describes an annualized franchise that barely changes from year to year. After all, how much can you improve on a football game, soccer game or skateboarding game — especially on never-ending deadlines?" Full article.

Friday, 11 July 2014

"Master of the Game (Diploma Says So)"

Written by Chris Suellentrop, "Master of the Game (Diploma Says So)" appeared in The New York Times:
"Jonathan Blow, whose 2008 game Braid for the Xbox 360 did as much as any title to bring independent games into the mainstream, dropped by the Game Center unannounced last semester to look at some student projects. This spring Zach Gage, who helped create Ridiculous Fishing, selected by Apple as the iPhone game of the year for 2013, offered a critique of a set of student games. The closest analogy might be having the directors Wes Anderson or Richard Linklater visit to check out student film productions." Full article.

Wednesday, 9 July 2014

"Arcadia: A Love Story"

Written by Emily Dreyfuss, "Arcadia, A Love Story" appeared on Wired:
ONE DAY IN late 2013, Kooluris was on the street in front of his apartment, supervising the delivery of his new Donkey Kong machine. A boy and his father walked by. “Dad, what’s that?” the child asked, pointing at the Donkey Kong cabinet. “It’s like a big iPad,” his father said. 
Kooluris shakes his head mournfully at this memory. “That is just sacrilege,” he says. Arcade games were not just big personal game machines. They were about community. They were a way of life. Full article.

Tuesday, 24 June 2014

"Is YouTube killing the traditional games press?"

Written by Mike Rose, "Is YouTube killing the traditional games press?" appeared on Gamasutra:
"Fortunately, it would appear that myself and many others are still in a job -- at least for now -- as developers are finding that traditional press has advantages that YouTubers cannot bring to the table. 
"Getting coverage on, say, Polygon or RPS is a lot easier than getting someone like Totalbiscuit or NorthernLion to take a couple hours to play your game," notes San Filippo. "And obviously, these guys often read about games on these sites, so I think it'd be a mistake to neglect either avenue!"" Full article.

Tuesday, 22 April 2014

Feature: "The Man Who Promised Too Much"

Written by Jason Schreier, "The Man Who Promised Too Much" appeared on Kotaku:
"In October of 2004, just after releasing the role-playing game Fable, Peter Molyneux posted an apology on his game studio's message boards. "If I have mentioned any feature in the past which, for whatever reason, didn't make it as I described into Fable, I apologise," he wrote. "Every feature I have ever talked about WAS in development, but not all made it. 
In interviews leading up to the game, Molyneux had made ambitious promises—that Fable would let you have children; that the game would span your hero's whole lifetime; that you could knock an acorn off a tree and slowly, over the course of the game, watch it grow into a tree of its own. None of those things happened." Full article.

Tuesday, 15 April 2014

Feature: "How The Most Expensive Game Jam In History Crashed And Burned In A Single Day"

Written by Jared Rosen, "How The Most Expensive Game Jam In History Crashed And Burned In A Single Day" appeared on Indie Statik:
"He was also a huge liability, and everyone knew it. In the later stages of GAME_JAM’s development, once the decision was made to bring on a second production company, pre-production meetings quickly turned towards one recurring fear: that someone external would say something offensive, trip an emotional switch, turn the environment toxic – and the devs would walk. It was the single greatest worry of Umetani and Serrato, who seemed to understand the nature of the space and the sensitivity of everyone to all-too-common bouts of explosive sexism and misogyny throughout the industry. Matti and the members of the second team were a time bomb, but for some reason, no one did anything about it." Full article.