Search Results for:

aesthetics

June 12th

…Gathering [June 6 – 10, 2016] | In Media Res In Media Res features a series of posts about card game narratives, aesthetics and dramatic game design.

  • Gamasutra: David H. Schroeder’s Blog – Notes from the Infancy of Network Gaming (1990) Returning to a more documentary form of writing, David H. Schroeder shares an article from the year 1990 speculating on design issues that would arise as games began to be developed for online multiplayer contexts.
  • ” Monopoly and Tic-tac-toe are both played on paper, but that fact does not go far in defining the games….

    June 26th

    …other, these pieces look at games about seduction, consumption and leadership.

    • CRPG History Abridged IV: A few niche RPGs that brought something new to the table | Gamasutra blogs Felipe Pepe shares some hidden gems with surprising game design ideas.
    • Snake’s alive! The expanding cult of Slither.io | Eurogamer.net Graeme Virtue pays homage to the subtle aesthetics of slither.io

    “The aquatic feel is real. Blobs waiting to be hoovered up all bob slightly, as if subject to invisible eddies and currents. The lumpy turning circle of your snake suggests pulling against some kind of

    New website! Part 1: search

    I’m excited to be hearing so much positive feedback about the new site design. I’ve been working hard to make this into a meaningful improvement to the experience of people coming here for the first time or checking in on a regular basis.

    Partly it’s been about aesthetics: things should look cleaner now, and we have more tools available for creating fully-responsive pages. Plus, if you’re on a compatible browser, you get to see these gorgeous polygon shards containing preview images, rendered on-the-fly.

    It’s also about function. We’ve aimed to make it easier to see what we

    Abstract image evoking bird silhouette

    November 13th

    …Animal Crossing Helps Me Cope On A Day Like Today Gita Jackson redirects the notion of escapism into a wider, humanist idea of aesthetics and values.

    “[…] deep in another bout of depression, my dad told me that every day he wakes up, stares out the kitchen window, and tries to think of all the things he is grateful for. The kitchen of our family home overlooks a modest backyard with a few trees and a creek lousy with mosquitos. My mother was, and still is, an ardent gardener and on our back porch she grew basil…

    Critical Lets Plays for Critical Distance

    Thank you for all your support for our fundraising campaign. Our next fundraising target is $1900 – once we reach this, we can reboot the Month in Let’s Plays feature, as well as the Critical Discourse letter series.

    Critical Let’s Plays are a form that deserves more attention. Whether livestreamed or prerecorded and edited, Let’s Plays give critics an opportunity to show-don’t-tell, and to demonstrate their reading of a game in a more immediate way. An enthusiastic video editor can even make a Let’s Play speak for itself as an argument about a game’s aesthetics or meanings, without

    January 17th

    What’s up, Critical Distancers? DJ Melissa here, spinning the sickest new written beats in the gameosphere in This Week in Videogame Blogging!

    That Dragon, Cancer and Its Emotional Impact

    That Dragon, Cancer, an interactive look into a couple’s experience with their son’s fight with cancer, released on January 12th and touched many heartstrings.

    Over at The Guardian, Keith Stuart compares his experience playing That Dragon, Cancer with his own experience dealing with the death of his father.

    Stephen Addcox from GameChurch and interactive fiction author Emily Short examine the game’s usage of contradicting aesthetics

    Cartoon strip cell showing a child at a riverside, with text "I remember when I was that small, when textures and smells were so much stronger"

    January 22nd

    I love it when critics find ways to get a point across without words. Images can be just as valuable a critical tool as writing; they offer a different set of techniques for demonstrating what a game is doing or what it means to you. Normally, visual essays and photojournalism are thin on the ground in these roundups, but this week I’ve been spoiled rotten with pieces that use visual expression to say something about games and aesthetics.

    Cracking open

    Let’s start with the broader topic of how to engage critically with games. A few different approaches

    February 6th

    aesthetics in conversation with a longer trajectory of popular culture.

    • The Process Genre in Videogames: Sunset – Intermittent Mechanism Ian at Intermittent Mechanism argues for the use of Sunset as teaching material.
    • The 63-Year-Old Retiree Who Broke A Game Looking for The End of the World – Waypoint This is an unusual piece. Lewis Gordon interviews an elder gamer about his recent indie gaming experiences and his history with early 1980s PC gaming.
    • The many faces of DOOM’s afterlife • Eurogamer.net Alex Wiltshire interviews several developers of DOOM ports.

    “All healthy cultures must

    Abstract image evoking bird silhouette

    February 12th

    …that “the websites, displays, and animations dedicated to the dark side of history do not offer its users a chance to shape content according to their own aesthetic preferences.” But what if someone prefers the aesthetics of the torturer, or of erasure? […] What he advocates is, essentially, the gamification of atrocity, which would allow newcomers to the darkest chapters of history to customize their encounter with the past. The past would be up for grabs. “

    Perceptual abilities

    What kinds of ways of knowing become possible through game design? These two pieces consider spatiality and the…

    TWIVGB style guide

    …the site more navigable, so try to use the more popular ones as far as possible. The full list is here.

    • Temporality | Critical Distance Between vintage games collections, retro aesthetics, and the increasing interest in games from the museum sector, the position of games in their own time is a topic close to many people’s hearts. Games themselves are a medium that plays with time, inheriting questions of pacing and anticipation from cinema.
    • Inclusivity | Critical Distance Who is left out of games? Who wins and who loses? And how do the boundaries shift? Inclusivity is