Cheats Should Be Allowed To Prosper  |
| Posted by Xander Markham on Sat, 05 Jun 2010 03:18:00 EDT in
Game Design
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| Why have cheat lists disappeared from single-player games and what does this say about modern game design? |
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I Want Your Love & I Want Your Revenge: No More Heroes series analysis  |
| Posted by Xander Markham on Sat, 29 May 2010 11:21:00 EDT in
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| In celebration of No More Heroes: Desperate Struggle finally reaching Europe, a comprehensive analysis of the themes and symbols integrated into the series' story arc. |
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Red Steel in retrospect |
| Posted by Xander Markham on Sat, 22 May 2010 10:49:00 EDT in
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| As one of the most maligned games of this generation, Ubisoft's Red Steel makes a fascinating case study for how ambitious games can go wrong when rushed to release. A retrospective look at what the game could have been and where the mistakes were made. |
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When I Soar To Worlds Unknown: Symbolism and imagery in Myst  |
| Posted by Xander Markham on Sat, 15 May 2010 12:13:00 EDT in
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| A retrospective look at Cyan's Myst (1993) and its use of symbolism and imagery as a driving force for player exploration and immersion. |
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Jack Of All Trades: Can 'platform-agnostic IPs' ever work?  |
| Posted by Xander Markham on Sat, 08 May 2010 08:54:00 EDT in
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| Syfy President Dave Howe told Gamasutra that he wants to expand his channel's best shows into the gaming medium. But can so-called 'platform agnostic IPs' ever produce faithful, creatively satisfying results and what are the challenges facing them? |
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Nothing Like the Sun: Why can't we help but love flawed games?  |
| Posted by Xander Markham on Sat, 01 May 2010 08:08:00 EDT in
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| Game budgets are rising and blockbusters like Crysis 2 are putting all the money on-screen. But the games attracting real cult adoration are flawed gems like No More Heroes and Deadly Premonition. What is it that makes us love these games we shouldn't? |
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Looking Back To Look Forward  |
| Posted by Xander Markham on Sat, 24 Apr 2010 12:39:00 EDT in
Game Design
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| Games are growing increasingly complex in visual and gameplay design. Looking back over the evolution of the medium, can gaming's history provide a sense of perspective and direction for its future? |
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The Accidental Death of a Plumber  |
| Posted by Xander Markham on Sat, 17 Apr 2010 02:53:00 EDT in
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| As Mario's popularity has grown, have Nintendo turned their greatest icon from an anarchist into a bank manager? |
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Dynamic storytelling and world building in Deus Ex  |
| Posted by Xander Markham on Sat, 10 Apr 2010 11:50:00 EDT in
Game Design
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| A retrospective look at how Deus Ex's dedication to building a full and cohensive world where players can tell their own stories makes it a far more immersive experience than conventionally narrative-driven games. |
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The New Politics of Gaming |
| Posted by Xander Markham on Sat, 03 Apr 2010 03:41:00 EDT in
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| The launch of the Nintendo Wii caused a deep split in the gaming market. Is there a political angle to the 'casual' and 'hardcore' divide and if so, what are its implications? |
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