Latest Gamefilter Posts
July 23, 2014
Brendan Vance has a lot of very interesting things to say, starting with
I develop videogames for a living, but I spent last year really hating videogames. I questioned how it was I could consume 60 hours of ‘content’ for Assassin’s Creed 3 yet feel utterly unsatisfied by my act of consumption. I questioned what it was I had consumed, other than my own time. I questioned what it was I sought from the game in the first place. I questioned the nature of the ‘content’ it claimed to offer me; privately I began to suspect it might not even exist.
Think you have a pretty good read on where video game consumers are spending their money? Perhaps it's time to reassess: The game could be a fad but if it remains popular, it could net Kardashian $85 million this year and according to Gamasutra, Cowen Research estimates the game will generate roughly $225M in revenue for Glu's 2014 fiscal year. Developer Glu Mobile's stock has soared to it's highest point since 2007 and the game has a rather enthusiastic fanbase that was vehemently upset when the game servers ran into problems over the weekend. [more inside]
July 17, 2014
You don't have to be okay with the violence in video games , says Chris Plante at Polygon, quite reasonably.
Attempting to rigorously define interactivity is about as joyous as rigorously defining the word game into your preferred pigeon hole. You might see healthy debate in this conversation. I see a black hole event horizon through which my will to live is disappearing.
A game is not about walking from A to B, but about the things that happen to the player at A and B - a panorama, a conversation, a moment of madness... The act of walking is often vital to the experience, embedding a player inside the activity in ways that a static image or short film would not.
Joel Goodwin (Electron Dance) on Secret Boxes
A Game as Literary Tutorial: Dungeons & Dragons Has Influenced a Generation of Writers Writer Junot Díaz in the New York Times says “We welfare kids could travel, have adventures, succeed, be powerful, triumph, fail and be in ways that would have been impossible in the larger real world. For nerds like us, D&D hit like an extra horizon,” he added. The game functioned as “a sort of storytelling apprenticeship.”
The New Statesman doesn't dig very deep before it suggests 'why indie gaming’s obsession with moneymaking hurts us all,' but that's a narrative that ties in nicely with 'the guilt of the video-game millionaires'.
July 10, 2014
In order to play a mission called "Last Survivor" in the upcoming hopefully-this-one-won't-suck Alien game, Alien: Isolation -- one that features the original Nostromo crew with voice acting by Sigourney Weaver as Ripley, Tom Skerritt as Dallas, Veronica Cartwright as Lambert, and more, several of whom will be playable characters -- you'll have to preorder the game specifically from Gamestop. I'm going call it now: I estimate that this simple decision will double or triple the number of copies of this game that are pirated, which will result in significantly lower sales, which means that even if it's good, it will be labelled a flop. Good thinking, Sega!
Forbes on 'How Indie Games Went Mainstream At E3'
The indie designer has become a romantic fixation for videogame culture in recent years, something that’s given an industry calcifying around expensive sequels a sense of creative momentum and social purpose it wouldn’t otherwise have had.
Steve continues, "The other thing that was really innovative in Maniac Mansion was the fact that you were controlling three different characters and switching back and forth, which was something I'd never seen before."
"That was an insane thing to try to do," says Ron.
"And it was great," says Steve.
Pete Langston jokes, "It's something that Grand Theft Auto has only now discovered."
USGamer interviews a bunch of Lucasarts guys about the good 'ole days.
July 5, 2014
"Games about space fascists kicking the shit out of each other just aren't having as much on an impact on contemporary discourse as they could." David Hayward (organizer of the Feral Vector game design festival) walks and talks amusingly about how thinking of video games as industry stifles video games as a creative culture. His accompanying blog post is here.
July 4, 2014
DAGGR is a new community for LGBT gamers and their friends. Their mission is "to build a thriving community platform for lesbian, gay, bisexual, transgender gamers (or 'gaymers') and their friends, to share their gaming experiences and connect with each other through the medium of video games."
The card game we couldn't make (and then someone else did). "Our game was depraved, immoral, and filthy," writes Nicole Dieker. "But that's not why we killed it."