Right to it:
Kimberly Unger (Gamasutra blogs) thinks toys and games are inherently more interesting in the
context of a crowd.
My take: I'm not sure if this is specifically related to Clint Hocking's demographic ideas involving "Gen X" games giving way to "Gen Y" games, but Ms. Unger's implicit endorsement of social play certainly seems an artifact of the greater social games movement from Wii party games to the resurgence of board games and from MMOs to the renewed popularity of co-op mechanics.
Chris Bateman (iHobo) wonders about games that punish through
lost time (punishment through loss of progress, forcing replay of previously completed scenes or levels).
My take: Since time is at a premium in my life, and since I'm not a challenge-oriented gamer (more often enticed by story or discovery), punishing me by making me re-earn my previous levels of progress is one of the most frustrating things I face as a gamer. I'm thankful that the idea has largely fallen out of style. Gabriel Lienavo (Gamasutra Expert Blogs) similarly examines
mechanics involving speed trials.
G. Christopher Williams (PopMatters) continues his examination of games that excite "kinetic" emotions, this time moving from games that promote lust and desire and towards
games that promote negative emotional reactions.
Brandon Boyer (OffWorld) points out Drew Mackie's (Back of the Cereal Box) voluminous unraveling of the
inspirations and original names of many classic videogame characters. (via
Offworld)
Christiaan Moleman (Gamasutra) argues the importance of
body language and other non-verbal communication.
Rob Bridgett (Gamasutra) is looking at the recent past of games' audio mixing in order to predict what he sees as the
coming revolution in games audio.
Michael Abbott (Brainy Gamer) sees
Zeno Clash as one of the rare titles with a
refined and cohesive vision.
Alex Raymond (While !Finished) and
Richard Terrell (Critical-Gaming Network) discuss feminist interpretations of
BioShock
Josh Bycer (Mind's Eye and
Gamasutra Blogs) looks at the importance and meaning of the
possibility of failure in games.
Alan Levine (New Media Consortium) writes a meta-coverage post
linking to blogging coverage of the NMC 2009 Summer Conference. Nancy Reeves announces the
NMC Excellence Award winners.
Podcast Three Moves Ahead discusses what
manuals, beyond mere documentation, add to a game.
The VGHVI Latest Thoughts Podcast 002 was released straight into my heart last Sunday. Roger Travis and Jeff Howard discuss Jeff's ideas about the
underlying meanings and allegory of magic systems. I'm already planning to send Jeff elaborate valentines.
First Wall Rebate is a wonderful podcast that everyone should subscribe to twice. They talk to Stephanie Rothenberg about the importance and possibilities of
play in intellectual and emotional exploration.
David Carlton (Malvasia Bianca) discusses
whether games need stories.
Christos Reid (Resolution Magazine) examines
the meaning of orcs.
Reid Bryant Kimball (Reiding and
Gamasutra Blogs) calls out on the definitional imperative for games aspiring towards "art" to
communicate with the player. "Art of all forms (literature, music, painting, sculpture, theater and cinema) purposefully use their unique properties to communicate ideas and feelings of the artist to an audience."
Dan (One Hundred Souls) admirably
throws 2,500 words at unraveling
Riven. He also pastes together a
mini-compilation on Braid.
Kieron Gillen (Rock, Paper Shotgun) turns his gaze upon
backgammon and
playing cards.
Justin Keverne (A.K.A. "Crash Translation" at Groping the Elephant) explains why
games need to explain themselves to players.
Rob Zacny looks at
the map in Birth of America. (via Troy Goodfellow at
Flash of Steel)
Tom Chick (Fidgit) exposes the world of
intelligent Christian views of games.
Nick Fortugno and Juan Gril (Gamasutra) look back on
innovations in smaller games in the past year.
Ad_hominem (ThoughtShake) experiments with living
a lawful life in GTA4.
Wai Yen Tang (VG Researcher -- Psychology) covers the recent presentation of Holly Bowen of Ryerson University at the Canadian Psychological Association:
Emotional memory in violent video game players and non-players. (Note: I love the idea of a group calling themselves a "psychological association.")
Filamena Young (Escapist Magazine) discusses the nature of
free play in children.
Steven Poole (Edge Blog) comes to grip with
Noby-Noby Boy,
toy/games and the joys of bouncy, gummy, tactile physics.
Nick LaLone (Before Game Design) is starting to examine
why games aren't what they should be, starting by looking at players.
Heather Chaplin (Spotlight on Digital Media and Learning) tells us how
Games For Change has come a long way.
Simon Parkin (GameSetWatch's Chewing Pixels) tells a story about the
military-consultant input that doesn't make it to the publisher, or perhaps why there are so few games about the Great War.
Nick Dinicola (PopMatters) celebrates how
Valkyria Chronicles unveils characterization outside the main narrative.
Barry White (Resolution Magazine) similarly looks at the
characterization of Kane and Lynch.
Ian Schreiber (Teaching Game Design) shares his
notes from the Games Education Summit.
News:
Call for Papers: Asia-Pacific Computing and Philosophy 2009 (
More here.)
New book:
Making Virtual Worlds by Thomas Malaby (via
Julian Dibbell at Terra Nova)
As always, feel free to contact me (here via note or comment, or @erik_a_hanson on Twitter) if you would like to point out something you think I missed, or if you'd like me to check out a site to add to my weekly review.
You need to be a member of Video Games and Human Values Initiative to add comments!
Join this social network