In this day where closing studios is the established and accepted norm, we want to do our part to combat the norm. "We want to challenge how success is measured and point out that money shouldn’t be the only applied metric. In an industry that is smack full of impostor syndrome, depression, anxiety, and other things that are sometimes associated with the emotional work that goes into creativity, it is also important to think about how we measure success and failure. Of course money is important, as an enabler, but sometimes you need help creating something that doesn’t only serve commercial value, but an artistic need. Not acknowledging that is to miss the point of making games." [more inside]
“Even that didn't work," she said. "One of the directors on God of War 3 said, 'I need your input on this, this is what design's doing. And I said ‘this is bullet proof, there is no way you can ruin my narrative moment.’ -- "I come back the next week and they ruined my narrative moment."Gamasutra talks about writing for AAA games
Inspired by Dwarf Fortress and No Man's Sky, Josh Newland writes about procedural generation of game worlds at Gamasutra and presents his Unity/WebGL game project.
A thoughtful TLDR by Gamasutra blogger Wai Yen Tang: The take home message is that the cultivation effects of sexist attitudes from a general use of videogames over a three year period from a German population has not resulted in any appreciable changes in sexist attitudes. ... The authors argued that factors, such as personal experience, peers and family would have a stronger effect on sexist attitude than video game content. Link to study (might not work on mobile)
No one talks to the games press officially. I wish they did, but I get it. They want to keep their jobs. Let's just say multiple people within a studio were willing to risk their careers to confirm to me that yes, in fact, if their game didn't sell extremely well, like exponentially more than its predecessor or "well" according to a matrix of time and cost investment and desired profit, that their studio would be closed in a year.[more inside]
Released today on Steam, Gone Home has garnered praise for its deeply affecting narrative, stripped-down design and a unique aesthetic steeped in 90's nostalgia and riot grrl culture. "When I played Gone Home I had the stunning realization that there could be a game for me. Someone can make a game for me." -Leigh Alexander. "It’s touching, unsettling, deeply honest, and enormously compassionate. -Rock, Paper, Shotgun. "Gone Home is an epic story, but its definition of epic is far removed from how we usually talk about scope and drama in games. It’s epic, personal and revelatory to the people involved, and that’s why it’s so special." -Giant Bomb. Polygon's 10/10 review. How Gone Home's design constraints lead to a powerful story. The Fullbright Company's Journey Home.
This isn't just a list of awesome video games from 2012... There will be some not-so-great games listed here as well. There will be some games that didn't release in 2012, but still made a mark on the year regardless. There will even be some games that will never release.The 50 games that defined 2012: [Part 1] [Part 2] [Part 3] [Part 4] [Part 5]
And yet, we don't know exactly when the game came out. In fact, talk to enough people and you'll come to find out that we can't even agree on the year...Sad But True: We Can't Prove When Super Mario Bros. Came Out
Button mashing doesn't work with either title, nor does standing still and holding the block button down.
Starting the game at a higher than normal difficulty introduces the concept of "Darwinian Difficulty", which can be summarized by the motto "adapt or die."Exploring the lack of a difficulty curve via diamond-hard games Ninja Gaiden Black and Demon's Souls.
An interview with Jonanthan Blow, creator of Braid, about his upcoming game, The Witness by Simon Parkin in Gamasutra. [more inside]
Ever wonder how the physics of Portal's portals worked? Or how Mario could walk on space rocks in Super Mario Galaxy? Games Demystified seeks to answer these pressing questions, with code samples and working demos. [more inside]
What can one learn from the design choices of past games? John Harris discusses different game aspects, 20 games at a time, at Game Design Essentials. You can read on 20 Open World Games (where generally the player is left to his own devices to explore a large world), see your destroyed controllers in a new light with 20 Difficult Games or check out 20 Mysterious Games (that rely on algorithmically-generated content or emphasize secret-hunting), 20 Unusual Control Schemes and 20 Atari Games. What about roguelikes, you say? [more inside]