Latest Gamefilter Posts
June 5, 2012
Why Diablo 3 is less addictive than Diablo 2 -- a “scientific” explanation.
May 31, 2012
A while back I made a modest proposal about what I would love to see in the future for Minecraft. They went with ponies and unicorns and stuff instead, but it looks like someone else has built pretty much what I was hoping for. And it's free to play.
May 30, 2012
id software is apparently rereleasing Doom 3, 7 years later, in a 'remastered' BFG edition that looks awfully similar to the original. The Verge has an interview with Tim Willits that implies it's an amuse-bouche before Doom 4. For me, the bit has flipped from slavish devotion to id's games to a kind of disappointed contempt, but others folks' mileage may vary.
May 23, 2012
You Should Be Mad at Diablo III Juvenile, but spot on, I reckon, especially in light of the inability of this onerous DRM's inability to actually keep thieves and cheaters from their system, a large part of the stated reason for its existence.
May 17, 2012
Imagine life here in the US — or indeed, pretty much anywhere in the Western world — is a massive role playing game, like World of Warcraft except appallingly mundane, where most quests involve the acquisition of money, cell phones and donuts, although not always at the same time.
May 13, 2012
Is the greatest zombie-themed game ever a mod? Rockpapershotgun, PCGamer and Kotaku think it just might be. Day Zero is a an open-world co-op permadeath zombie survival game set in the 235 square kilometer world of Arma 2. A comprehensive primer is available on the Something Awful forums (membership may be required for that link), and you can grab a copy of the work in progress here.
May 6, 2012
Notch of Minecraft fame says "EA releases an 'indie bundle'? That's not how that works, EA. Stop attempting to ruin everything, you bunch of cynical bastards. Indies are saving gaming. EA is methodically destroying it. The games in the bundle are good, I'm not questioning them. I'm questioning EA" on Twitter.
May 3, 2012
There's no nice way to say this, but it needs to be said: video games, with very few exceptions, are dumb. And they’re not just dumb in the gleeful, winking way that a big Hollywood movie is dumb; they’re dumb in the puerile, excruciatingly serious way that a grown man in latex elf ears reciting an epic poem about Gandalf is dumb.
Brainy Gamer would like to differ. Here's their catalog of 365 smart games.
May 2, 2012
It turns out to be really hard for me to walk by a seam of coal or iron and not mine it, though I have more of each than I’m going to need for some time to come ... This impulse to thrift comes from both early in-game shortage and real-life training. And playing in a world of abundance (which Minecraft is) makes the problem worse in many ways: there are so many opportunities to acquire. There is so much to hoard.
May 1, 2012
"And if you have donated to a Kickstarter-funded project, you’ve just put yourself in the worst possible position as a stakeholder. Because, after all, you are at the very bottom rung of the financier ladder, with no leverage, no creative control, no operational control, and win, lose or draw, you have absolutely no way of ensuring any form of return-on-investment."
April 28, 2012
We're about to run the greatest con game in the history of the multiverse and you are the bottleneck. Cave Johnson on the Perpetual Testing Initiative.
April 20, 2012
April 19, 2012
If we want our games to provide us with real nourishment, I would argue that the last thing we need is last year’s shooter wrapped in some awkward story about love and loss, or yet another indie platformer about the inevitability of mortality. We don’t need superficially serious themes. We need new and interesting games which provide novel and challenging forms of play.
April 18, 2012
The Chronicles of Tanelorn -- Crafting a Community in Minecraft "There is a lot going on in an RP server like Tanelorn, more than I ever imagined. Over six months I saw—and learned—a lot about the future of Minecraft. This is a game that was meant to evolve, and that evolution is speeding up every day." [more inside]
Valve: How I Got Here, What It’s Like, and What I’m Doing "I’ve worked at Microsoft, I’ve worked at Id, and I’ve worked at RAD Game Tools. They’ve all been interesting, they’ve all been great learning experiences, and some of them have been truly remarkable places. In short, I’ve seen a lot of what tech has to offer.
Valve is different."
The idea to beat FreeCell sprang from a message posted by sci.math regular Russell Turpin on July 24, 1994, with the definitive title "FreeCell is NOT always winnable." In his message, Turpin provided an example of an unwinnable FreeCell deal and asked fellow group members to help prove or disprove his gripe...Turpin’s proof-of-concept hand was indeed unwinnable, but it also wasn’t one of the 32,000 included in FreeCell—possibly for that reason...Ring had made up his mind. They would try to solve FreeCell. All 32,000 hands of it.
April 9, 2012
All they want to do is laugh. And murder. "Robots kill all humans. That’s the rule. When artificial intelligence rises up, humanity should run for the hills, Isaac Asimov’s Three Laws be damned." Drew Toal looks at a pair of games that feature artificial-intelligence bots with a penchant for wit and a taste for homicide.
April 8, 2012
Prolific indie author Increpare has released two new Flash games today: Crab Planet is a bit like minesweeper, but the player is embodied within the game board and the mines might be moving. Coca T is a bit like pick-up sticks, but focused more on the vertices than the lines. Both leave their game-logic up to the player to suss out.
April 4, 2012
"The Hyperadictive, Time-Sucking, Relationship Busting, Mind-Crushing Power and Allure of Silly Digital Games:" an upcoming NYTimes magazine cover article, whose recently posted web version includes a nifty HTML5 "game."