Latest Gamefilter Posts
May 16, 2014
Article by Laura Hudson Discussions of online harassment of women are usually depressing; this article is an exception: it talks about actions that work, and in games, of all places. Hudson focuses mainly on League of Legends, which has implemented reviews and bans that not only lower harassment but seem to re-educate the offenders. (Interesting detail: Riot studied the problem first, and found that, contrary to what's often reported, only 13% of harassment was due to trolls, i.e. persistently nasty people. The rest was occasional outbreaks from otherwise positive people.)
The most common given names people chose for Commander Shepard in the Mass Effect series were pretty spectacularly boring. I named mine Leppard Shepard, which may explain why I never even finished the first game: I need to take my universe-saving a little more seriously (which is pretty much what my highschool teachers always told me back in the day, come to think of it). Were you one of the Jacks, Jameses or Jessicas?
Telltale's Walking Dead "wears its zombie horror aspects on its tattered sleeve, but [...] also warrants consideration as a piece of Southern fiction — albeit an unconventional one".
I had no idea that this was a thing that was happening, but apparently it is, and now I know. (The growth of mercenaries and for-profit private military contractors isn't news to me; game companies producing journalvertising about it is). Activision has apparently produced a 'documentary' short film called "Superpower for Hire" in association with Vice and the advertising agency 72andSunny in order to promote their latest warpornmanshoot Call of Duty opus. Robert Rath at Escapist has a fair bit to say not only on the fact that it exists, but how fast and loose it plays with the product-pumping information it presents as factual.
May 13, 2014
Games evangelists and naysayers On whether the games evangelism industry asserts that it is more important for games to be seen as good than to critically ask what might be good about them, and whether something that isn’t games might be a better way to address a problem.
"Sure, adding online multiplayer to your game is massively time-consuming, very costly, and not exactly the greatest fun you'll ever have -- but it can potentially bring in multitudes of extra players and sales, so it's always worth it, right?" Mike Rose interviews several indie game devs for Gamasutra on the ups and downs of doing online multiplayer
May 12, 2014
“Something in [the bear’s] heart did tear, when he saw what went on in there: pointless objects hanging mid-air, hidden subtext from just a square?” mocks the game’s trailer in a kind of Dr. Seuss for the proudly under-read.
What some indie developers would do with Call of Duty. Me, I'd change the name to 'Call of Doody' and make it about the plight of poop-fanciers seeking validation in Today's Army. Which is probably why I shouldn't be making games.
May 8, 2014
Nekogames is just a great big bucket full of (mostly Flash, unfortunately) games, many of which are truly splendid, all of which were possibly created by Yoshio Ishii, but that is not entirely clear. What is clear is that if you are like me and were previously unaware of Nekogames, you should hie yourself hence immediately.
May 7, 2014
Accessibility Jam is an upcoming game jam that wants to give “developers knowledge and experience of how to make mainstream video games accessible to gamers with disabilities, to provide good examples of what’s possible, and move accessibility towards being widely accepted good practice in the game design process.”
Originally funded with Kickstarter with a goal of a paltry (by today's standards) $6,500, Kentucky Route Zero is a magic realist adventure game in five acts about a secret highway in Kentucky and the mysterious folks who travel it by Jake Elliott, Tamas Kemenczy, and Ben Babbitt of Cardboard Computer. The third act has just been released. There have also been 2 free releases which both feature content related to but not found in the game proper: the art gallery visit Limits & Demonstrations and the Godot reminiscent The Entertainment. [more inside]
Montreal-based photographer Benoit Paillé blends the real and the virtual in his mise en abyme photo compositions of locations in Grand Theft Auto 5.
May 2, 2014
When they sent me home I played Skyrim. I don't know what to tell you about the days and nights that followed. The game I barely remember. I think I was an elf. Certainly I had a bow and could hide in the shadows silently. I remember learning shouts and smithing and I can recall the Falmer and Dwemer. When I got to Sovngarde, in the fog, a panic clawed at my chest. I thought of the unbaptised who don't get to heaven.
Hey, Game Developer! Do you struggle to make your code hang together into a cohesive whole? Find it harder to make changes as your codebase grows? Feel like your game is a giant hairball where everything is intertwined with everything else? Wonder if and how design patterns apply to games? Hear things like “cache coherency” and “object pools”, but don’t know how to use them to make your game faster?
May 1, 2014
Adam Saltsman is the developer of Canabalt. He has written an interesting essay comparing Shinji Mikami’s critically dismissed Vanquish with the Wachowski siblings’ Speed Racer. My only question is why the fuck he decided to publish it as a public dump on pastebin. I'm going to assume it's a clever joke that I don't get because I have achieved old-fartdom. [more inside]
April 30, 2014
Titanfall myths busted or confirmed DefendTheHouse has a weekly series of Titanfall Mythbusters videos, in which they test out myths about the game. The results are interesting and frequently hilarious. Can you ride a search drone? Will a drop pod protect you from projectiles? How about being stepped on by a Titan? Watch the video and find out. Don't miss episode 1 and episode 2.