What is a game? Hot topic, to be sure. “Not a game” is one of the most common criticisms, for example, of Gone Home on Steam. The qualifier of is/is not a ‘game’ really matters to some people. Other people, such as independent gamedevs Anna Anthropy and Zoë Quinn have previously scoffed at the question… Read More Tautological taxonomy? Categorising games from things that are not games
This presentation by Vlambeer’s superstar dev Jan Willem Nijman is a good one, highlighting a great many of the tools he personally uses to create the house style of gameplay that defines the Vlambeer experience for many of its fans. It is, however, a little (for lack of a better term) unscientific, using subjective terms… Read More The Psychology of Screen Shake
Extra Credits’ first video of their new series ‘Design Club’ is absolutely brilliant: Now, I do feel like I have to say that I don’t generally like Extra Credits as much as some other people. Videos seem to get a little ostentatious about their supposed intellectual discourse of the way games work, often inventing nonsensical… Read More Teach me how to play, by letting me play.
I remember where I was when a video game almost made me cry. Third year of university, shared kitchen. Alone. It was sunny outside. Well, I say video game, but being devoid of any rules besides movement and collision detection; it is not scored and achievements are all arbitrary; it is more representative of the open-world… Read More REVIEW: Passage
Back in 2010 and the furore of the late Roger Ebert declaring that ‘games can never be art’, I read this well-written editorial on a much-hyped video game which makes my heart sink, Heavy Rain. As developers of the form seem to be pre-occupied with getting the media seen as ‘art’, it seems like more and more… Read More REVIEW: Continuity
One of the most inspiring things about my teen years was seeing games made in the engine of other games. To find out that a game ‘ran on’ the inner mechanics of another said to me a very simple thing; that someone else can do all the hard work and let me personally focus on… Read More Devices of Doom: How a decades-old engine can help you create a game.