Indie Devs vs New Games Journalism [Feedback Loop]

July 18 Comments Off on Indie Devs vs New Games Journalism [Feedback Loop] Category: Feed, Games, Nightmare Mode

The last year has seen the rise of the independent developer as hero. Does this growing consideration of the developer challenge an eight-year-running trend in game journalism?

The explosion of commercially accessible independent games on platforms like Steam or XBLA have introduced us to a new successful and far more accessible generation of game developers. These new indie game dev stars have induced a change in the approach of some game reviewers. A change brought to the forefront in Walter Garrett Mitchell’s piece on The Escapist, “Alfred Hitchcock Would Make Good Games.”

Mitchell’s focus on the developer is entirely unlike the experience-focused New Games Journalism style proposed in 2004 by Kieron Gillen. That experiential style has more recently been popularized by Zero Punctuation, the rest of The Escapist, @Play, and a variety of other reviews that approached games based on how they played, instead of how people created them.

Our Games Are Not Depressing Enough [Feedback Loop]

July 04 Comments Off on Our Games Are Not Depressing Enough [Feedback Loop] Category: Feed, Games, Nightmare Mode

An excess of violence has become a point of criticism for video games. The real problem isn’t the violence, but how games want us to feel about our stylized murder sprees.

In recent interviews David Cage and Warren Spector both addressed the need for games to be more emotive and less violent. However, it shouldn’t be an binary situation. Violent games could be a path to better art, if we deal with the violence in the correct way.

In Edge magazine, Cage’s interview centered around the recent E3 demo Kara. The demo by Quantic Dream showed a game character presenting subtleties of emotion only approcahable by the last Quantic Dream tech demo, ‘The Casting’.

While next-generation technology is not required for good games, Quantic’s demo shows the potential to create characters with greater emotional depth, a characteristic that does more to make them realistic than all the pixel resolution in the world.

Feedback Loop: Long Live the Shooter, the Shooter is Dead

June 13 Comments Off on Feedback Loop: Long Live the Shooter, the Shooter is Dead Category: Feed, Games, Nightmare Mode

The dispatches from E3 seem to indicate that the shooter remains the same. How long can its dominance last? What comes next?

Is it High Noon for shooters? In his latest post on Brainy Gamer, Michael Abbott seems to think so. He compares the current generation of shooter games to Westerns in 1959, the last year before they started to disappear.

Feedback Loop: Many choices, or none, make a game.

May 09 Comments Off on Feedback Loop: Many choices, or none, make a game. Category: Feed, Games, Nightmare Mode

Is just one choice all it takes to turn a novel into a video game? Before you say yes, consider when a game is created out of many choices and when we are left with none.

Richard Eisenbeis looks at Katawa Shoujo in an April 24 Kotaku article. Eisenbeis holds up the dating sim/visual novel as proof that one choice is all it takes to turn a novel into a game. It is a shallow analysis and the implication that one can stick a choice in a novel and have a game is just false.

If we step away from the screen with only Eisenbeis’s assertion, we lose out on understanding what developers have to do to take a story and turn it interactive.

Creating a good game means understanding the times when a million choices create an interactive work and the instances where no choices are required.