Call it a soft economic environment or media angst against the PC, there is a cause and effect for nearly everything in life. Neil Schneider theorizes about key trends that have hurt PC gaming, and what needs to happen for PC to meet its potential.
If games are to be taken seriously, they can't be making serious things "fun," argues Mark Filipowich. However, infusing darker, edgier, and more serious elements into contemporary design philosophy should still not come at the expense of fun.
Ken Amarit believes the hardest part of making a video game is writing a press release and sending out self-aggrandizing emails. For a one-man indie, it can be seriously challenging to cold-email journalists with a press release about yourself and your game without sounding stiff, cheesy, or pompous.