Davis and Ma wrote up a long list of one-paragraph game pitches to prototype. They would be small, manageable games that two people could complete on their own. The game they chose to go with would have to be finished within a year, because that was all they had budgeted for. Among the pitches inspired by board games, roguelikes and all the genres that excited them was a 2D, top-down management game called FTL. The Opposite of Fail
- The making of FTL
posted by Artw
on Mar 17, 2013 -
NEW from VIDEO Magazine, arising out of its popular "Arcade Alley" column, it's ELECTRONIC GAMES Magazine
!(page of PDF links)
Brought to you by editors Frank Laney Jr. and Bill Kunkel
, and filled with all the latest news on programmable home console games, computer games (with special coverage for the new ATARI 800 system), stand-alone electronic devices and arcade gaming. [more inside]
posted by JHarris
on Feb 7, 2013 -
Both characters remained fully clothed and there were no genital shots. But this was still the most explicit sexual content Wildenborg had seen in a video game. “It was at this point I decided to release the patch to the public,” he says. “I tossed the name 'Hot Coffee' on the file, based on the fact that the girlfriends would ask CJ in for some 'coffee' as a euphemism for sex. Hot Coffee was the first modification for San Andreas.”
- The history of Grand Theft Auto's infamous "Hot Coffee" mod.
posted by Artw
on Dec 9, 2012 -
Gaming made me
- RPS writer Patricia Hernandez on how Fallout 2 shaped her world view, her politics and her sexuality.
posted by Artw
on Nov 23, 2012 -
The Most Dangerous Gamer
The Atlantic profiles game developer Jon Blow, most famous for creating the acclaimed and philosophical Braid
, now working on "puzzle-exploration" game The Witness
. Blow aims to make The Witness a groundbreaking piece of interactive art—a sort of Citizen Kane of video games...“Things are pared down to the basic acts of movement and observation until those senses become refined,” he told me. “The further you go into the game, the more it’s not even about the thinking mind anymore—it becomes about the intuitive mind.”
posted by shivohum
on Apr 11, 2012 -
I remember with crystal clarity when I realized I was making more money from this enterprise than I was at my full-time job. I quickly decided to expand and hired four guys in Singapore to play 24/7. I paid them unreasonably well for the time, almost 3x as much as they would for other re-sellers; this bought me loyalty, and in this enterprise, loyalty is everything."
How I Helped Destroy Star Wars Galaxies [more inside]
posted by Foci for Analysis
on Mar 7, 2012 -
is a long, multi-part essay about how computer games deal with the concept of nations and turns it into a game mechanic. The author, Troy Goodfellow of strategy gaming blog Flash of Steel, focuses on how the fourteen indistinguishable national factions of the original Sid Meier's Civilization have been treated by different games through the years. [more inside]
posted by Kattullus
on Aug 15, 2011 -
In this way, Lu Yang became one of the "RMB gamers" she disdains. More than 10,000 RMB was quickly and nearly imperceptibly spent. In the game, the "queen" possessed fearsome power. She carried out vengeance for herself and her friends, she accepted entreaties, and she protected the caravans of the kingdom. At the same time, she went out with the heroes to invade other kingdoms. Her reputation spread far and wide. [...] "Long live the Queen!" People bowed to her in submission. That was the high point for Lu Yang on ZT Online, and for that one fleeting moment, she felt that the time and money she had spent was worth it.The System
is a translated Chinese article examining ZT Online, an MMORPG that has taken fleecing gamers to a new level.
posted by Kattullus
on May 6, 2008 -
What do you get when you mix a fiendishly difficult and addictive puzzle game with the feel of a hack & slash RPG set in a cartoonish, slightly tongue-in-cheek fantasy world? That would be Deadly Rooms of Death
(DROD for short). The game is freakin' huge, with 25 levels filled with unique rooms, and it also happens to be free.
posted by speicus
on Sep 22, 2005 -
Get your game on with Kaneva.
Billing itself as "The world’s first digital entertainment marketplace!" Kaneva
is a beta launch of a concept that maybe interesting to gamers, media creators, and consumers as well. An Atlanta based company, Kaneva.com aims to be an exchange/market portal for game and media creators, who can directly create Massively Multi-player Online (MMO) games using the Kaneva Framework, and for digital media creators seeking distribution. The business model is innovative, and has been described as "a kind of multi-media flickr (pre-fame) meets eBay on steroids, or an online marketplace for folks hyped on digital entertainment. An Intertainment Hub. A platform and host." The company recently presented its concept at the June meeting of the International Game Developers Association
, and back in April Computer Gaming Magazine had an article
. During the beta test phase, the site's tools are free to all comers, and there is already a limited amount of content available for those who just want to play something new.
posted by paulsc
on Jun 18, 2005 -
The Most Ambitious Game Ever?
At this year's Game Developers Conference, Sims creator Will Wright's upcoming game Spore
drew standing ovations. Not to be outdone, Peter Molyneux (of Populous and Black & White fame) revealed his own ambitious game-like project The Room
. While the top game designers have freedom to play, independents rail
(read Greg Costikyan's amazing bit in the middle) at the restrictions of the publisher system. For those who doubt games can be art
posted by blahblahblah
on Mar 15, 2005 -
Do you miss sending hoardes of helpless little buggers into pits, and trying to free them from their own suicidal helplessness? Then this is for you!
posted by christian
on Aug 15, 2003 -