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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 - 05/26/2014 - 02:44]

Likewise, thank you : For ...

Likewise, thank you : For the record I 'm not confusing a verb and a noun, just recognising that they are inextricable from each other as with read and text and my sense of the importance of the definition is precisely the basis for this conversation... but I agree we ...

Comment In: [News - 06/02/2014 - 05:48]

This is fantastic, but on ...

This is fantastic, but on top of this sort of thing, what I 'd like to see more of and am pushing for is game designers teaching at least guest-lecturing across other subjects such as education, psychology, creative writing/literary theory and fine arts. Games and the insights of game designers ...

Comment In: [Blog - 03/24/2014 - 08:10]

@ John: I don 't ...

@ John: I don 't think you read what I wrote. But you 're pretty unclear, so I can 't be sure. r n r nI didn 't say it was a positive emotional response for me. Clearly I 'm NOT happy with the easy/lazy answer. r n r nIt ...

Comment In: [News - 03/17/2014 - 07:09]

I agree that the Three-Act ...

I agree that the Three-Act structure is often a bad fit for games though agree even more with those who are saying it depends on the game but I think that 's because Three-Act structure is often a bad fit for stories in general. Saying every story has to have ...

Comment In: [News - 08/06/2013 - 01:09]

@ Tomasz Kaye: Thanks for ...

@ Tomasz Kaye: Thanks for taking it in the spirit it was meant - i.e. not as a gigantic slab of text all dedicated to bludgeoning you as Wrong and Bad, but just as an exploration of the issues in response to your question about irrational fear - and for ...

Comment In: [News - 08/02/2013 - 10:50]

Um, she made the point ...

Um, she made the point about her specific examples being indicative samples of the wider context pretty clearly in all three videos, and that section where the screen fills up with screenshots of games that use the trope visualised the point pretty obviously. Are you maybe more resistant to hearing ...