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Mountains of Post-Mortem-ness

"Last April, I began working on a game. In October, I released it. This is the story of Eldritch." David Pitman tells the story of developing and selling the roguelike/FPS Eldritch, described as equal parts Lovecraft and Minecraft. Includes lots of lovely sales figures.
posted by Artw on Jan 7, 2014 - 22 comments

Prison Architect flash mob

Everyone's favorite prison simulator Prison Architect wins Halloween with an awesome Easter egg.
posted by Artw on Oct 31, 2013 - 44 comments

Welcome to The Cutting Room Floor. 3,773 articles and counting!

Time-sink alert: The Cutting Room Floor is a site dedicated to unearthing and researching unused and cut content from video games. From debug menus, to unused music, graphics, enemies, or levels, many games have content never meant to be seen by anybody but the developers — or even meant for everybody, but cut due to time/budget constraints.
posted by Artw on Oct 28, 2013 - 11 comments

Level Up

Untold Riches: An Analysis Of Portal’s Level Design, from RPS, who have been looking at level design in their Level With Me series of interviews. Meanwhile Valve will be announcing something Monday morning - probably not Half Life 3.
posted by Artw on Sep 20, 2013 - 107 comments

Super PAX Man

Penny Arcade and the Slow Murder of Satire. Also: Why I’m Never Going Back to Penny Arcade Expo.
posted by Artw on Sep 5, 2013 - 337 comments

$4.99 TO UNLOCK COMMENTS ON THIS THREAD

EA is setting it's hopes for the future on Plant's Vs Zombies 2's "freemium" model, hoping they've done it "the PopCap way". Here's how to play it without paying to win.
posted by Artw on Aug 16, 2013 - 100 comments

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Alternate Reality Game puzzle design - Adam Foster of Valve talks about the design of the Portal 2 ARG, (previously)  and do's and don'ts for future ARGs.
posted by Artw on Jun 18, 2013 - 10 comments

Blood for the Blood God!

Realm of Chaos 80s - an 80s Games Workshop blog.
posted by Artw on Jun 12, 2013 - 29 comments

Apple's Folly

The story of the Pippin game console
posted by Artw on Jun 11, 2013 - 53 comments

The Simulation Dream

There’s an old dream in game design. It drives the design of games like SimCity, Dwarf Fortress, Tropico, The Sims, and Prison Architect. I like to call it the Simulation Dream. - Bioshock Infinite designer Tynan Sylvester on games, complexity, stories and simulation.
posted by Artw on Jun 10, 2013 - 29 comments

And then there was One?

Microsoft has unveiled their new console, and it wants to dominate your living room. How Xbox One plans to fight Sony, Steam, and everything else.
posted by Artw on May 21, 2013 - 495 comments

Crowd funding, One Year Later

What does the crowdfunding landscape look like for game developers one year after Kickstarter exploded onto the scene?
posted by Artw on May 5, 2013 - 10 comments

Ages 3 and Up

"Queen Frostine turned into a Bratz doll" - The evolution of sexed-up Candyland.
posted by Artw on Apr 26, 2013 - 57 comments

Faster Than Light

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 (Previously)
posted by Artw on Mar 17, 2013 - 19 comments

A Roguelike Primer

Best In Genre for Neophytes and Veterans Alike
posted by Artw on Mar 10, 2013 - 81 comments

Is the Steam Box here?

Valve and Xi3 team up to bring the Piston to CES.
posted by Artw on Jan 8, 2013 - 112 comments

The Physics of Bad Piggies

The physics of Bad Piggies:  Scale, mass, scale again,  balloons and friction
posted by Artw on Jan 7, 2013 - 11 comments

Who spilled Hot Coffee?

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 - 37 comments

Beyond the Vault

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 - 88 comments

Gambling For Kids: A How To Guide

Gambling For Kids: A How To Guide - a discussion of claw games, Panini sticker books, and in-app purchases in free-to-play games for kids.
posted by Artw on Sep 16, 2012 - 22 comments

Dred Reckoning

I’m about to tell you a story about videogames, kitchens, and internet forums that has a happy ending. Stop laughing, I’m serious. - A woman gamer declares Gaslamp Games's Dungeons of Dredmor forums awesome.
posted by Artw on Aug 27, 2012 - 77 comments

We don't need your braaaaaaains

Fans of flora versus undead violence rejoice! Plants versus Zombies 2 has been announced for Spring 2013. However all is not well at PopCap games, with a recent layoff of 50 employees, or 10% of its staff, citing the increased popularity of Free-to-play, social and mobile games. Somewhat stickily amongst those reported laid off was Plants vs. Zombies creator George Fan.
posted by Artw on Aug 23, 2012 - 27 comments

Shadow of the Bust

Sony is closing its Liverpool Studio, previously known as Psygnosis, developer of the WipeEout and Lemmings games (DHTML version, previously). The studio created games for 28 years, first gaining attention in the Amiga era for it's high production values and stunning box art (more, more ).
posted by Artw on Aug 22, 2012 - 55 comments

Zyngapocalypse Now

Both inside and outside the walls of Facebook, the story of social games has become one of dead geese and golden eggs, flatlined growth, formulaic games and shady practises. Many warned that the sector was slowing down, but sometimes giants need to fall. It needs to get bad enough before people start to really consider what's next... So what comes next?
posted by Artw on Jul 31, 2012 - 61 comments

Return to City 17

Half Life 2 Episodes 1 & 2 - a Retrospective
posted by Artw on Jul 22, 2012 - 49 comments

Steam’d penguins

Valve confirms Steam for Linux
posted by Artw on Jul 17, 2012 - 88 comments

Good evening... and EAT LASER DEATH!

Why Alfred Hitchcock would make great games
posted by Artw on Jul 16, 2012 - 28 comments

The guide to implementing 2d platformers

Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details.
posted by Artw on May 24, 2012 - 33 comments

Player of Games

Iain M. Banks talks about his favorite games.
posted by Artw on May 9, 2012 - 72 comments

Your favorite dialog tree imperfectly matches the enviroment it allegedly pertains to

There’s no nice way to say this, but it needs to be said: video games, with very few exceptions, are dumb. And they’re not just dumb in the gleeful, winking way that a big Hollywood movie is dumb; they’re dumb in the puerile, excruciatingly serious way that a grown man in latex elf ears reciting an epic poem about Gandalf is dumb. Aside from a handful of truly smart games, tentpole titles like The Elder Scrolls V: Skyrim and Call of Duty: Black Ops tend to be so silly and so poorly written that they make Michael Bay movies look like the Godfather series. Taylor Clark's Atlantic profile of Braid creator Jonathan Blow has prompted some strong reactions. Are videogames dumb? Is hard to make them not dumb? Are most things dumb anyway?
posted by Artw on May 6, 2012 - 179 comments

Zerg Rush

Zerg Rush (more)
posted by Artw on Apr 27, 2012 - 46 comments

Embrace the colour clash!

The ZX Spectrum's chief designers reunited 30 years on, discussing what became 80s Britain's most popular home computer and gaming platform, despite stiff competition from the technically superior Commodore 64.
posted by Artw on Apr 23, 2012 - 59 comments

A Serious House on Serious Earth

Arkham City Art Direction And Semiotics part 1, part 2, part 3.
posted by Artw on Apr 12, 2012 - 9 comments

Science isn't about why - it's about why not

No GLaDOS. No Chell. No portals. Set in the 1980s. Competitive multiplayer. Multiple endings. The Portal 2 That Could Have Been.
posted by Artw on Mar 9, 2012 - 44 comments

More human than human

The making of the Deus Ex: Human Revolution title sequence
posted by Artw on Feb 1, 2012 - 31 comments

Let's play a love game

Kieron Gillen on sex and The Sims
posted by Artw on Dec 30, 2011 - 24 comments

Breastplates and Boobplates

Fantasy armor and lady bits, from the perspective of an armorer
posted by Artw on Dec 18, 2011 - 88 comments

Press X to not die

Zero Punctuation reviews Battlefield 3 (video), possibly the most reviled game ever to earn itself 93% on Metacritic. Remember to press X to not die (TV tropes).
posted by Artw on Nov 11, 2011 - 85 comments

Overwatch

Disappointed by the new, real time FPS direction of X-COM? Tired of waiting for Xenonauts? If you want your Laser Squad style squad based tactical action right now why not try Xenosquad?
posted by Artw on Oct 29, 2011 - 35 comments

A factor of 40

How Valve experiments with the economics of video games
posted by Artw on Oct 24, 2011 - 80 comments

Pay to play, pay to win

"The days when you could buy a videogame one day and get an expansion a year later are, sadly, lost in time. Instead, it seems there's a constant bombardment of DLC and microtransaction items all vying for our credit card numbers. They're in everything, from MMORPGs through to singleplayer shooters, and it's only getting worse as time goes on." - An investigation into microtransactions and gaming.
posted by Artw on Oct 17, 2011 - 114 comments

In the grim, dark future of the 41st millennium, there is ONLY (gears of) WAR

Start with the over-sized armor and bodybuilder physiques of the marines. When you aim a gun in Space Marine, the target reticle is huge, just like the target reticle in Gears of War. The guns are huge and they feature a chainsaw blade that can be used to slice enemies in half, execution style, similar to the “chainsaw bayonet” of the Gears soldiers... The blood spatters are also quite similar. The guns shoot in a similar fashion and the Space Marines wield a big giant hammer that resembles the blasting hammers not from Gears of War but from Microsoft’s other sci-fi franchise, Halo... The bad guys are the green Ork enemies from the Warhammer world, and they bear no resemblance to the enemies in Gears of War, except that they make loud grunts. Of course, their very name does bear resemblance to the “orcs” in Tolkien’s Lord of the Rings, but we’ll ignore that for now. Dean Takahashi, lead writer for GamesBeat at VentureBeat, on how Warhammer 40K: Space Marine is a big rip off of Gears of War. That would be Warhammer 40k, the first rulebook for which was released in 1987, and Gears of War, the relentlessly brown X-Box game released in 2006 to an emo-tastic advertising campaign. Oops. Dean has since backed down and said that he was only talking about gameplay aspects (he wasn't) that are similar (not particularly). Previously he was forced to retract a bad review of Mass Effect when it emerged that he had no idea how to play it. Should videogame journalists be expected to vaguely know what they are talking about, or are we just petty and vindictive for expecting that? (via)
posted by Artw on May 30, 2011 - 129 comments

Intelligence and imagination vs a light show for cattle

Hollywood shuns intelligent entertainment. The games industry doesn't. Guess who's winning?
posted by Artw on May 23, 2011 - 254 comments

Beware the creeper!

Meatcraft - Real World Minecraft
posted by Artw on Apr 21, 2011 - 13 comments

How many souls has the dungeon stole?

How Rogue Ended Up On The Sofa - a look at the descendants of the classic game, including MeFi's own 100 Rogues.
posted by Artw on Apr 17, 2011 - 52 comments

Rock, Paper, Shotgun, Fox, Storm

Bullestorm is a rather silly FPS from People Can Fly, focusing irreverance, violence, points for ridiculous achievments and fun fun. It's marketing campaign has included the meta-game "Duty Calls", which savagly skewers it's equally violent but far more self-serious competition such as Call of Duty: Black Ops. Naturally, Fox news has freaked out and started a campaign against it, including a claim that it will cause rape. Rock, Paper Shotgun responds. FOX responds to the response. RPS responds to the response to the response, with a summary of the debacle so far.
posted by Artw on Feb 21, 2011 - 119 comments

Don’t make me steal

Don't Make Me Steal - a Digital Media Consumption Manifesto.
posted by Artw on Feb 4, 2011 - 107 comments

His name is a +2 Killing Word

The Dune RPG that never was.
posted by Artw on Jan 11, 2011 - 70 comments

Words of Warcraft

This week the BBC broadcast a Panorama special (UK only link, YouTube links here and here) on what it presented as the alarming rise of game addiction. Thoughtful responses from Rock, Paper, Shotgun and EDGE, both of whom point out a number of problems with it.
posted by Artw on Dec 8, 2010 - 20 comments

The Warlocks of Firetop Mountain

An Illustrated History of Games Workshop and Fighting Fantasy - Jackson and Livingstone - audio, sans illustrations. The story of how Steve Jackson (not that Steve Jackson) and Ian Livingstone kickstarted tabletop roleplaying in the UK and founded a gaming behemoth that is very different today.
posted by Artw on Nov 25, 2010 - 42 comments

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