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.

Tuesday, 25 March 2014

Editorial: "The Videogame That Finally Made Me Feel Like a Human Being"

Written by Laura Hudson, "The Videogame That Finally Made Me Feel Like a Human Being" appeared on Wired:
After all, “girly” wasn’t a neutral descriptor; it was an accusation and one that I was always presumed guilty of. If I wanted to be powerful, capable or respected, I couldn’t let anyone hang it on me. I needed armor. So I learned to dismiss and condescend to “girly” things, to avoid them, just the like guys around me. 
But rejecting female culture didn’t make me stronger, it made me weaker. It gave me fewer choices, and ultimately denied me my full humanity—just to claw a little bit higher in a system of stereotypes that told me I was less of a person simply because of the way I’d been born. Full article.

Monday, 24 March 2014

Feature: "Irrational Games, journalism, and airing dirty laundry"

Written by Leigh Alexander, "Irrational Games, journalism, and airing dirty laundry," appeared on Gamasutra:
Many game developers, he says, think they're the only ones feeling trapped at a studio that just isn't working well together, or that they're the only ones who "have to" crunch, even though they were promised they wouldn't "have to" crunch, because of some creative-guy type's pie-in-the-sky last-minute ideas. They think they're the only ones who've just been handed a time window from the corporate guys in which to sell or die. 
"Even the most seemingly well-run studios are actually just a collection of frustrated, dicked-around-with people," said someone I know, encouraging me not to give up on the dirty laundry. "A little blood in the water [puts] pressure on the management." Full article.