Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 20, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Philip Minchin's Blog

 

A human rights activist, gamer and game designer, I'm interested in questions of decision, choice (not the same thing!), freedom, engagement and consequence. A love of narrative and play added into the above mix is, well, why I'm reading and (very occasionally) posting here. I have my own blog at philipminchin.com, and you can read my bio here.

 

Member Blogs

Posted by Philip Minchin on Mon, 19 Dec 2011 11:30:00 EST in Business/Marketing
Valve has a major opportunity to make money, grow the gaming market and help games get more of the respect they deserve – by partnering with public libraries and making it easier for gamers to play. Win-win-win!


Posted by Philip Minchin on Fri, 14 Oct 2011 01:46:00 EDT in Console/PC
Some thoughts on the Wii U's controller limits - and the potential if Nintendo are smart about making them flexible.


Posted by Philip Minchin on Tue, 12 Apr 2011 10:35:00 EDT in
Jason VandenBerghe says gameplay's where the art is in games. True, there's art in them thar hills - but also all the others hereabouts. We need to start developing the language of the poetry of system. (Bonus random idea: game "design" or "composition"?)


Posted by Philip Minchin on Tue, 15 Mar 2011 02:59:00 EDT in Design
A response to Moriarty and Ebert discussing the biases that make it difficult for games to be seen as "great art" - and an introduction of the notions of the "poetry of system" and "systems literacy"



Philip Minchin's Comments

Comment In: [News - 06/12/2015 - 03:47]

Diversity is obviously about more ...

Diversity is obviously about more than one point of difference. And if culture does not equal race, why can 't a character be 100 Polish and dark-skinned I 'm pretty sure there have been quite a few characters of Polish ethnic appearance in non-culturally-Polish games and movies. So if your ...

Comment In: [News - 04/28/2015 - 03:07]

I 'm really sorry to ...

I 'm really sorry to hear this - Ouya had, and still might have, such potential. Best wishes to all at Ouya, and respect for what they tried to achieve A cheap-to-make, durable because small and solid-state , relatively open microconsole with a focus on local multiplayer had numerous niche ...

Comment In: [Blog - 04/23/2015 - 06:17]

Great post Keith r n ...

Great post Keith r n r nTo all those who responded what about X , a gentle reminder that Keith 's not making exclusive claims, just pointing out one often-overlooked element that I agree with him does much to shape tendencies towards toxicity one way or another. The other considerations ...

Comment In: [Blog - 04/06/2015 - 01:43]

I have to say I ...

I have to say I 'm with Shay here. Also, Shay, thanks for the pointer to Callois. It 's clear that your definitions are the culprit. But that 's cool, you 're asking awesome questions and attempting a pretty gutsy taxonomical feat : r n r nIn fact, I 'd ...

Comment In: [Blog - 03/27/2015 - 03:39]

I largely agree with your ...

I largely agree with your claim, because I completely disagree with your definition of game : r n r nAnd that 's great I think this is EXACTLY the right approach to take. Thank you r n r nFor what it 's worth, I think even your meaning for 'the ...

Comment In: [Blog - 07/25/2014 - 10:56]

Absolutely This doesn 't just ...

Absolutely This doesn 't just apply to videogames either - I have used the real-time co-op board game Escape http://boardgamegeek.com/boardgame/113294/escape-curse-temple to teach stress/anxiety management and collaboration skills under pressure. Games have a huge potential in this area of attention/mood management - as many gamers know from having self-medicated/self-educated themselves through ...