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Blogs

The McAndrews's Blog

Hello. This is an attempt to provide a clearer way to see videogaming, but it can be used anywhere for any means of cultural expression. It's a "Universal Metre of Interaction"

Member Blogs

Antithesis: commercial casual games or virtual worlds. MMO's
Posted by The McAndrews on Fri, 13 Nov 2009 11:47:00 EST in
I'm empathically inspectng the minds of online game-developers to understand why they all make such lousy products, why they treat players like children to be babysitted... what are their contradicting scopes + the marketing needs etc.
Read More... | 4 Comments

The reason why some videogames(i.e. Diablo3) are not RPG's.
Posted by The McAndrews on Mon, 26 Oct 2009 09:50:00 EDT in
This is an attempt at a better definition of a Roleplaying-game, with the usual benevolent help of the Universal Metre of Interaction... lastly you find out why Blizzard's take on Gauntlet is not an RPG as a proof that the system works.
Read More... | 8 Comments

Eskil Steenberg's Love. Interaction and MMO's
Posted by The McAndrews on Sun, 18 Oct 2009 02:46:00 EDT in
This is not a review or a description of this game. Why would you care? These are thoughts on realism in interactivity and why it's a paradox.
Read More... | 0 Comments

Against David Cage and Peter Molyneux's speeches at GDC Europe/GamesCom
Posted by The McAndrews on Sun, 04 Oct 2009 03:29:00 EDT in
Both these anti-conformist gentlemen are striving to profess mature and innovative game design and experiences. But they both made a mistake. Let's see what it was.
Read More... | 43 Comments

PC market decline? Bad for them good for us.
Posted by The McAndrews on Wed, 29 Jul 2009 11:52:00 EDT in
Some of the games conversions for PC don't sell as well as the original console versions. PC market can't seem to cover the game production expenses. Why?
Read More... | 21 Comments

Story, art and morality against interaction.
Posted by The McAndrews on Sun, 28 Jun 2009 12:36:00 EDT in
From time to time journalists ask themselves and their interviewed persons about the relation between videogames and the elements that belong to the older media. Lack of mental flexibility and good sense. Let's see why and what we can do about it.
Read More... | 10 Comments

[More The McAndrews Blogs]   

The McAndrews's Comments

Comment In: Against David Cage and Peter Molyneux's speeches at GDC Europe/GamesCom [Blog - 10/04/2009 - 03:29]

A thing doesn't affect a ...

A thing doesn't affect a person the same way it would affect another, because we don't have the same experience - that's also an ultimate truth . That's an OBVIOUS truth, i'd say. And what i was trying to tell is that those elements of a read or of watching ...

Comment In: Story, art and morality against interaction. [Blog - 06/28/2009 - 12:36]

Your explanation of interaction is ...

Your explanation of interaction is a bit too technical, too much entangled with mechanic preoccupations to be useful, it gives sort of scientific explanations with a lot of details that, i repeat, aren't helpful to anybody, first of all they don't make things clearer, then they aren't new in anyway, ...

Comment In: Antithesis: commercial casual games or virtual worlds. MMO's [Blog - 11/13/2009 - 11:47]

No. What made WoW great ...

No. What made WoW great is the accessibility. Before WoW levelling was painful, then it became easy, linear, rewarding, addictive. And everyone thought well to use the same system... and they also tried to make it more accessible as they went... see for example the big marker in the map ...

Comment In: The reason why some videogames(i.e. Diablo3) are not RPG's. [Blog - 10/26/2009 - 09:50]

humans interact with it . ...

humans interact with it . Humans are useless, humans are the foam out of waves it may add them beauty but they're not necessary. Just as how Macbeth is a great play for what's said into it, not for the way some bozo reads it or feels about it. For ...

Comment In: PC market decline? Bad for them good for us. [Blog - 07/29/2009 - 11:52]

You're totally right, that's the ...

You're totally right, that's the whole point. If piracy is a brake to costs and a warning to those programmers who, to sell more and get back at piracy, make flat games accessible to the big stupid mass, then people shouldn't download that very game which instead has low production ...

Comment In: Monkey Island's Grossman: Adventure Game Puzzles Can Be 'Hard [But] Not Cruel' [News - 07/06/2009 - 06:44]

Hi Mrs. Marx i'm a ...

Hi Mrs. Marx i'm a big fan of your conquests series, i think we even exchanged 2 or 3 e-m replies some time ago about the main concepts behind those epics : Sierra adventures were special games... puzzles weren't hard per se, it was VERY hard and maybe even cruel ...

[More The McAndrews Comments]