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Denver, 5:57 AM
Wed Jan 6
52 posts in the last 24 hours

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  • #weekendreader

    Explaining the Commitment to Duke Nukem — Forever

    Why would anyone spend 12 years working on a single game, with no assurances it'll ever be finished. It's called "escalation of commitment" - a classic good-money-after-bad bargain, and a psychologist thinks it explains Duke Nukem Forever. More »
    01/02/10
    29,459
    178

    By Owen Good
  • #weekendreader

    For the Goomba, What's Their Motivation, Again?

    Boss battles are critically important to most video game genres, providing climactic story points as well as the kind of challenge for which the game was bought in the first place. But what about the minor foes of a game? More »
    12/26/09
    29,085
    228

    By Owen Good
  • #weekendreader

    The FPS: Where Freedom isn't Free

    As game designers become more like film directors, the paths they lay out for players becomes increasingly scripted and, frankly, downright restricted. Still the illusion of freedom persists in this genre. More »
    12/19/09
    22,044
    222

    By Owen Good
  • #weekendreader

    Performance and Mastery: Changing One's Motivation as a Gamer

    Faced with a challenge, people are largely motivated by one of two processes - either the opportunity to demonstrate their talent, or the opportunity to improve it. Game genres also appeal to these processes. More »
    12/12/09
    8,525
    136

    By Owen Good
  • #weekendreader

    The Straight Story of 'Gay Tony'

    Calling it "the straightest Grand Theft Auto ever," largely for effect, PopMatters' G. Christopher Williams says The Ballad of Gay Tony hews to some hetero-driven crime-novel representations of both sexualities, but in the end is about much deeper themes. More »
    12/05/09
    14,818
    80

    By Owen Good
  • #weekendreader

    Their Bodies, Our Games

    That picture above poses an interesting question to Massively's Seraphina Brennan. Why, she wonders, is the knee-jerk reaction to get bent out of shape about a buxom, indiscreetly clothed woman in a video game, but not a ripped, stripped-to-the-waist man? More »
    11/28/09
    75,350
    643

    By Owen Good
  • #weekendreader

    Cooperative Multiplayer with the Devil You Don't Know

    New Super Mario Bros. Wii released a week ago, and even its lighthearted cartoon environment and four-player cooperative mode still manage to bring out the worst in multiplayer behavior - if you don't know your partner, that is. More »
    11/21/09
    21,133
    104

    By Owen Good
  • #weekendreader

    The Importance of Asking 'Why'

    In film or literature, the creation of acclaimed work is sometimes attached to a personal event, or reaction. "That doesn't show up often in game development bios," says one dev. Finding that "why" might save games from a "cultural ghetto." More »
    11/14/09
    7,556
    195

    By Owen Good
  • #weekendreader

    The Meta-Narrative That Pulls Back the Curtain for All Games

    Was GLaDOS, the artificial intelligence in 2007's critically acclaimed Portal, in fact a game designer? And if so, what does our relationship to the computer, and its abuse of our trust, say about the other games we play? More »
    11/07/09
    18,116
    126

    By Owen Good
  • #weekendreader

    Why Games Should Have a Few More Senior Moments

    In video games, senior citizens are largely stereotyped NPCs. Rare is the kind of game like Metal Gear Solid 4, with a truly aged, playable protagonist. Can games create more roles for the elderly? Should they? More »
    10/31/09
    14,383
    172

    By Owen Good
  • #weekendreader

    Forced to Strip: How Games Might Teach Us More About Sex

    The upcoming Heavy Rain features a sequence in which its female protagonist is forced to strip for a disgusting mob boss. It's sex but it's not sexy, and it moves the needle for games teaching us to differentiate the two. More »
    10/17/09
    71,383
    226

    By Owen Good
  • #weekendreader

    Achievements, 100 Percent, and Games: Fun or Compulsive Behavior?

    Finishing a bad or uninteresting book might feel like a chore, or at least unsatisfying, but it's nothing like playing to the end of a game you don't care for. Why do so many still choose to do this? More »
    10/10/09
    22,709
    333

    By Owen Good
  • #weekendreader

    Who's Responsible for the $60 Price Tag?

    Just how did we get to $59.99 for the cost of a new game, anyway? Collusion? Happenstance? For a sector that mimics Hollywood's studio model, the answer is about as simple - and clear - as why tickets cost $10. More »
    10/03/09
    51,370
    533

    By Owen Good
  • #weekendreader

    Manual Instruction: Two Types of Learning in Game Tutorials

    Who reads instruction manuals any more? These days even the most complex console game arrives with just a 16-page booklet. Increasingly, we rely on in-game tutorials, and the two modes of learning they promote both have their benefits - and drawbacks. More »
    09/26/09
    8,498
    83

    By Owen Good
  • #weekendreader

    Alignment Error: Even Good Games Can Offer Bad Choices

    Few things mar a game, especially a role-playing game, like being sold on creating a complex, even unique character and then being presented with tendentiously noble or evil choices to build out that role. More »
    09/19/09
    20,702
    193

    By Owen Good
  • #weekendreader

    Too Much Work or Not Enough Fun?

    In an essay for Gamasutra last week, academic Lewis Pulsipher mused that games have become so complex as to feel like work, and the stratification of hardcore and casual gamers puts games in a far less inclusive posture than other entertainment. More »
    09/12/09
    9,803
    289

    By Owen Good
  • #weekendreader

    Playing Games as a Form of Travel

    In light of the fact this is a holiday weekend, here's a lighter look at how video games are a context for our cultural experiences, and may one day be a substantial basis for them. More »
    09/05/09
    4,317
    33

    By Owen Good
  • #weekendreader

    Sex as a Commodity, Women as Achievements

    Mass Effect is a sophisticated, acclaimed video game. It took uninformed flak for its sex scene, which gamers defended as a mature portrayal of the act. But it's not that different from the depiction of sex in many other games. More »
    08/29/09
    33,517
    355

    By Owen Good
  • #weekendreader

    Weekend Reader: Questions Asked by a Virtual Jihadi

    Typically, the controversy over "Virtual Jihadi" - a mod of a skin of 2003's budget-bin jingoist shooter Quest for Saddam - deals more with free speech and abuse of authority rather than what the game asks its players to consider. More »
    08/22/09
    3,729
    57

    By Owen Good
  • #weekendreader

    Weekend Reader: The Themes of 9/11, and After, in TIE Fighter

    TIE Fighter was released in 1994, a time in which serving as the instrument of an oppressive, corrupt government against insurgent forces didn't raise the kind of uncomfortable questions such a game would after Sept. 11, 2001. More »
    08/15/09
    18,190
    259

    By Owen Good
  • #weekendreader

    Dogmeat, the Emotional Center of Fallout

    Fallout originally did not plan on having NPC followers at all. But the original game's designer figured out how to make a system work. Thus was born one of the franchise's most iconic characters. More »
    07/26/09
    24,642
    175

    By Owen Good
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