Monthly Archive: August 2011
Kate (of the excellent but infrequently updated gaming blog Falling Awkwardly) examines the metaphysics of The Elder Scrolls 3: Morrowind as revealed in the copious in-game literature scattered throughout the land of Vvardenfell, and finds parallels between the game's denizens and the game's players: "Breaking the rules is just another way of playing the game. Sometimes the best way. Just ask Vivec, the Thief of The World, the ultimate cheat." [more inside]
August 24, 2011
Escapist forums users have found that buried in the Origin EULA is a clause that lets them gather "application usage (including but not limited to successful installation and/or removal), software, software usage and peripheral hardware" information, but more importantly, gives them the right to sell that data to any third-party company, in contrast to Steam, which gathers less data and does not reserve the right to sell it off. Makes that Battlefield 3 decision a lot easier, maybe.
August 23, 2011
Achron is a real-time strategy game where both you and your opponents can travel through time. Players can send units and orders into the past, and changes to the timeline propagate forward in waves. It's even possible to cause paradoxes, should a unit make a change in the past that prevents it from being created.
August 17, 2011
Splash Damage lead designer Neil Alphonso reflects on Brink. Eurogamer took notes at GDC Europe 2011 as Splash Damage's Neil Alphonso talked Brink. Splash Damage has been very open post launch, talking about what worked, what didn't and what the company learned from the game's development.
August 15, 2011
The Story of Boone Nathan Hardisty played Fallout: New Vegas. One of the courier's companions left a lasting impression on him: "From a simple little scripted story about a broken soldier, a dialogue choice mechanic and that age-old ‘shoot people’ mechanic I have made myself a story of heartbreak, redemption and peace."
August 13, 2011
August 9, 2011
Jesse Schell gives his personal perspective on how games are discussed and used in our social context and how we could think about them them differently. Jesse Schell is a game designer and speaks regularly on game design. His book "The Art of Game Design" is a great reference and his talks are generally quite entertaining.
In this talk he presents an argument for and against the idea that video games lead to more violent behavior and while I don't always fully agree with exactly what he says, he usually succeeds in making me think about game design from a slightly different perspective.
August 7, 2011
From Aberrance to Aesthetics: "[It is thought that] video games have a 'true nature,' a molten core established by accident among ancient folk games. Any attempt to extract, modify, or dispose of this core becomes a deluded perversion. Instead, the reasoning goes, we should seek to revisit and amplify the 'natural' features of games."