Friday, 12 December 2014


Written by Liz England, "THE DOOR PROBLEM" appeared on her blog:
"Game design is one of those nebulous terms to people outside the game industry that’s about as clear as the “astrophysicist” job title is to me. It’s also my job, so I find myself explaining what game design means to a lot of people from different backgrounds, some of whom don’t know anything about games." Full article.

"A fighting Poland: The birth and growth of Eastern Europe’s hottest game industry"

Written by Dan Crawley, "A fighting Poland: The birth and growth of Eastern Europe’s hottest game industry" appeared on Venture Beat:
Although CD Projekt Red started out distributing games, it wasn’t long before the company started to make one of its own. Iwiński and Kiciński decided to take on one of Poland’s best creative treasures – The Witcher fantasy novels by Andrzej Sapkowski. 
Starting in 2002 with a team of just 17 people, drawn from around Poland and relocated to Warsaw, CD Projekt Red started to make The Witcher for PC. By the time the game released in 2007, the team was 100 strong. CD Projekt funded this lengthy development from its distribution business, which was now growing steadily, but it took up every cent, and then some. Full article.

Wednesday, 10 December 2014

"Wardrobe Theory: Vivienne From Dragon Age: Inquisition"

Written by Gita Jackson, "Wardrobe Theory: Vivienne From Dragon Age: Inquisition" appeared on Paste Magazine:
"Fashion and style present an incredible canvas to express yourself—even jeans and a t-shirt can say a lot about who you are, and how you want to be seen. If you take me on the day to day, I usually project that I’d rather be in bed, but when you have such possibilities to express yourself, why not be as expressive as possible? You get Vivienne as soon as you look at her—she’s in a position of power which she treats with respect, and she demands that you respect her too. Most of the time, I get frustrated with “impractical” clothing on videogame characters, but in this case, being impractical in her clothing is her character." Full article.

Tuesday, 9 December 2014

"Gamergate and the politicization of absolutely everything"

Written by Ezra Klein, "Gamergate and the politicization of absolutely everything" was posted on Vox:
"Though there are liberals within Gamergate and conservatives opposing it, the broad coalitions that have emerged around Gamergate are very clear. The conservative site Breitbart has been a leading source for Gamergaters convinced there's a media conspiracy against them. (Sample headline: "WHILE THE MEDIA SLANDERS GAMERS AS ‘TERRORISTS,' GAMERGATE IS HUNTING TROLLS AND ABUSERS.") Christina Hoff Sommers, a scholar at the conservative American Enterprise Institute, has become the movement's protector against claims that it's anti-woman." Full article.

Monday, 8 December 2014

"GTA 5 Wildlife Documentary | Into The Deep"

Written by Chaney555, "GTA 5 Wildlife Documentary | Into The Deep" was posted to 8-Bit Bastard's YouTube channel:

Thursday, 20 November 2014

"Games reviews are changing from product assessments to tourist guides"

Written by Keith Stuart, "Games reviews are changing from product assessments to tourist guides" was posted on The Guardian:
Perhaps games reviewers should think of themselves more like TV critics from now on. When a game is released, it’s like the first episode in a new series: you review elements of that – the set-up, the acting, the direction – but you also assess the possibilities in a frank and open way. Games evolve now; they are shaped as much by player activity as by design ambitions. This is why YouTubers have become so popular and valuable – they are part of games and convey the ever-changing experience – they report from the frontline of engagement.  Full article.

Tuesday, 18 November 2014

"Why Anything but Games Matters"

Written by Ian Bogost, "Why Anything but Games Matters" appeared on his blog:
Even as games have become ever more widespread they have also receded further within themselves. And among this community—indie developers at one of a small handful of successful independent games festivals—it’s easy to pat ourselves on the back and say, “but it’s different here.” And it is. 
But also, it isn't. 
Think about the ways we distribute and sell games—especially the indie games that are supposedly enacting the expressive revolution we claim. Steam has made independence financially viable at times, but it has done so by recapitulating games retail—the dark, weird, embarrassing game shop recreated as a tiny-text, black-and-gunmetal interface through which all further activity is sieved. One is not even allowed to run games away from Valve’s supervision. Encountering games still requires pledging fealty to gamedom. Full article.