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September 6th

…intelligent people about the first half of 2009. Episode 25 Parts One, Two and Three are all out as of the time of writing. (Bonus Trivia: This week marks the 25th installment of TWIVGB if you count the first two that weren’t posted on CD)

Jim Rossignol, who I would consider Eve Online‘s most loquacious advocate, wrote what is possibly one of my favourite pieces on the game in a long, long time. “The Five Year Spree” comes in five parts and I highly recommend them all: Part One is here. Also at Rock, Paper, Shotgun this week is…

Abstract image evoking bird silhouette

September 27th

…He also talked about Art Game Lose/Lose this week, which deletes files on your computer as a game mechanic. He has a think about more mainstream applications for this kind of ultra-hardcore game, which then inspired me to go looking for the name of a classic game from the early 90’s that I played the crap out of the demo for. In the search I Google’d up this piece by Greg Beaton about the game, Operation: Inner Space. Ah, the memories.

Chris Livingstone plays notorious, online Civ-alike game, Evony, for a week just to make jokes about the lack…

October 11th

…might not speak to the same ideas but they will show how Fallout 3 provides for a broad scope of interpretations.

It’s almost a wonder why no one has thought to do it before.

New videogame criticism blog ‘Form 8’ talks about why ‘You Can’t Count on Me’. I’m usually quite excellent at being mediocre at online games, so I can empathise with this.

The creator of Half-Life 2 mod ‘Radiator’ talks about underlying homophobia in society and game playing audiences in a piece for The Escapist called “Handle with Care“.

RPS’ Fifth Beatle Quintin…

November 22

…a number of humblingly intelligent comments. There’s also a part two, featuring yet more. And if that’s not enough people saying things about ‘No Russian’ for you, here’s a sort of mini-compilation of mainstream critical responses to MW2 in the UK, courtesy of the Guardian newspaper.

I mentioned and linked to Tom Chick’s piece on the level in question last week, but here are two more online game-criticism giants with things to say about ‘No Russian’. First, Tom Bissell at CrispyGamer says this:

I have now played through “No Russian” several times and behaved differently each run

December Supplemental

Due to holidays, travel and work commitments, I haven’t been present for much of the online goings-on of the past week or so. In lieu of a proper TWIVGB last week, here’s a mid-week supplemental edition with the caveat that I haven’t read or even necessarily checked to see that they’re all in English. We are in the collective hands of anyone and everyone who has emailed, twittered and sent in links over the past two weeks.

Gerard Delaney points out an excellent post over at BitMob, about Storytelling.

David Carlton recommends: Dan C’s post “Game Design

February 14th

…of the conference, Corvus Elrod talks about how dictating what games aren’t through manifestos, etc, can only reduce their cultural relevance [mirror]. But if you’re looking for a more satirical take, you really can’t go past Matthew Burns’ “The new debate on games as ert” (sic) [mirror]. In the same week he also comes back to finish his series for Edge Online about QA testing ‘In the Dungeon’ with parts two [mirror], three [mirror] and four [mirror].

Another new blog began its life this week, by one Amanda Cosmos, and her first post talks about the Global Game Jam…

February 28th

…games can do for narrative.’

Jamie Madigan takes inspiration from Penny Arcade and asks, ‘Why do we love genres so much?’

Joana Caldas writing for The Border House on Local vs Online multiplayer [mirror] has some of the best use of captioning I’ve ever seen.

I’m sure by now most have heard about or watched the DICE talk given by Jesse Schell but David Sirlin had a response, wondering whether external rewards are as unanimously positive [mirror] as Schell proposes. Following on from both, Dan Lawrence thinks a bit about the psychology of game design, inspired by…

May 30th

…darkness and ‘The Real’ [mirror: “Horror is, as Alan Wake points out, a kind of darkness. A mental, reality darkness, something that confounds us with its illogicality.”

Randy Smith talks about procedural content [dead link, no mirror available] for his Edge Online blog, arguing that the nature of the simulation is the source of its attraction:

What makes a procedurally generated level superior to a hand-crafted one? The question contains the answer. It is precisely that the level is nothing special that makes Rogue more dynamic experience than static narrative. You hurl yourself into a teleportation trap

Abstract image evoking bird silhouette

June 27th

…credits and credits into tickets:

What does 270 tickets buy you at Dave and Buster’s? A little can of Tootsie Rolls and a thing of Pop Rocks. If you’ve been following along at home, that means we bought about fifty cents’ worth of penny candy with our $40 of game cards.

Of course, he gets to play games too, but still. There are insights here applicable to the online stores of so many of the platform holders.

LB Jeffries writes for Pop Matters about how much like a videogame the film Groundhog Day is. For…

July 18th

Sunday’s are for being at the snow – yes, it’s winter here and I’m at the snow. Thankfully, I’ve had the foresight to prepare this week’s instalment in advance. It’s almost like I’m speaking to you through time.

Speaking of time, I’m not sure how I missed including this last time I compiled TWIVGB – it’s Margaret Robertson with a piece she originally wrote for a Polish newspaper, freshly dusted off and popped online. It’s about ‘games as dating tools‘ [mirror].

Sent in by Matthew Gallant and continuing the trend of sourcing from outside this week in