(Look: I publish his work because he pays me per-word. It's a rough business out here... we all gotta get by somehow. Apologies in advance to Todd Terje...)
Showing posts with label board games. Show all posts
Showing posts with label board games. Show all posts
Sunday, January 20, 2013
25 Signs You're A Gamer
What does it mean to be a "gamer" in the 21st century? Our guest contributor Ryan "Bingo" Milliard, who you may remember from his review of the story-driven kart racer Redline 4 back in May, has managed to find my contact information again after several mistaken phone numbers and addresses. Here below you will find his remarkable capacity in drawing out the deeply (deeply) hidden romanticism of the "true gamer".
Tuesday, January 8, 2013
The Broken Contract
Not even a year into my illustrious career and already we're digging things up from the vault. Less for the best-selling hardcover collections, but I think I'll manage.
But first, a foreword. I got into a number of decent discussions over the piece from people who bothered to read it instead of jumping onto the dog pile, which thankfully prevented this thing from being a complete wash. While I stand by the critiques of Dys4ia and Lim I make here, I wholly realize these games are important works by sheer virtue of their existence; I even had the privilege of watching their well-deserved lionization in real-time with the announcement of the IGF finalists.
But I'm not interested in all-or-nothing criticism and analysis; merit can be found in failures, and flaws can be found with success. I felt that these games were important steps into the future, but not the attainment of that future. Anna Anthropy disagrees with me; if she thought something was wrong, she would have made her game a different way. We come from wholly opposite viewpoints on the nature of games and what their strengths as a medium are, and that's where dialog happens. All writers inherently forward an agenda, and I felt like blanket approval didn't serve mine. Busting chops and being all edgy isn't my thing, and most people who make it a habit are hacks, but there still needs to be room for measured praise.
Okay that was all boring but this is my blog damn it I DID IT FOR ME. Okay here it is.
Monday, March 12, 2012
Fun & Games, Pt. 2
As discussed in Part 1, an internally coherent formal system of analyzing video games as games is not some fanciful pipe dream. Neither is it a savage assault on the nebulous concept of "fun" or any other subjective appraisal value. With this skeletal but strong basis, we can finally tackle what proves so problematic about a swath of design elements and the games that utilize them improperly. And because controversy drives page hits, let's call out as many people as possible for poor game design!
Most of the games and designers targeted in the following text are by no means the only guilty parties, but are certainly some of the most egregious offenders. Games from studios large and small with reputations illustrious to spotty have all in some way transgressed against the idea that power in games should belong to players, and rather than some fictional verdict and sentence, each will conclude with a separate medium in which the assumed aims of the designers could have been better met, and why. Just trying to be helpful, because that's that's just the kind of guy I am!
| The best games always seemed to make for terrible movies... |
Sunday, March 11, 2012
Fun & Games, Pt. 1
There have been quite a few spats of late over what is or is not a "video game", or "game". As video games and the software engines governing their behavior have grown ever more complex, the diversity of creations that have sought shelter under the "game" banner has ballooned, arguably to some kind of critical mass. Attempts have been made by many a theorist to detangle this mess and bring about some kind of descriptive classification, but strangely their efforts have been met with a fair amount of resistance.
Some choose to take exception to the choice of words given to specific concepts, becoming hung up on the baggage of some terms' more colloquial usages. Others refuse to listen to any critique in the fear that a critical or analytical approach might destroy a game's "fun" like tugging on the ends of a slipknot. What follows is an extremely basic and simplified illustration of a particular model of hierarchy, cobbled together from the ideas of more respected theorists.
| Juul's Rules - For Your Health - Check It Out! |
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