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league of legends

June 21st

…by Gardner, her husband Bill (formerly of Irrational), and a robust team of industry veterans. As a novelist, Gardner shares her impressions of working in a collaborative medium:

When you’re writing a novel, it’s yours. Sure, you may have great critique partners and a stellar agent […] but at the end of the day it’s your baby. You own it, regardless of how much input you’ve listened to or how many eyes have edited it.

Writing a videogame is quite different. […] I was a piece in this very intricate puzzle of designers, artists, musicians, voice actors, and more. And

September 20th

…less powerful and often more time-intensive than the alternative, because you are often running up against the limitations of the abstracted toolset, among other things.

[…]

Lest this be read as bad, I think “magic crayon” toolsets are powerful because of their accessibility. Anna Anthropy’s work (such as Rise of the Videogame Zinesters) has discussed the power of democratizing game design and its ability to destabilize hegemonic game design norms. Magic crayons are often a necessary part of that because they make people feel like these goals are reachable.

Elsewhere, Carolyn Petit muses that what is missing from Mario Maker…

October 4th

…life as individuals and as women within social systems is inherently political, and that women actually talk about their lives in ways that recognize this. If you don’t think women actually talk about these sorts of things, you get too many of your ideas about women from movies and television.

Finally, with a more literal take on the subject header, Eron Rauch is back on Videogame Tourism this week continuing his series on demystifying MOBAs, this week analyzing the play maps and tactics in the ‘big three’ of the genre: DotA 2, League of Legends and Heroes of the Storm.

August 5th

…as players instatntly understand what it’s telling us. That’s the power of comparison.

At Moving Pixels, G. Christopher Williams actually attempts to answer the question of “u mad?” He’s a braver person than I, evidently. His piece is an interesting consideration of why League of Legends players so obsessively want to know if they’re hurting their opponents. The answer speaks quite directly to the lack of consequential signifiers in online competitive play, he says.

The Mary Sue’s lovely regular contributor Becky Chambers does it again with a look at the concept of “flow” in games, or as she puts it,…

This Year In Videogame Blogging: 2015

…fixes all of a city’s problems.

In the last few months, Videogame Tourism ran an 8-part series “Demystifying MOBAs” by Eron Rauch, examining in close detail the game design of several of the big games in the genre: League of Legends, DOTA2, and Heroes of the Storm.

Kate Cox examined the music of Dragon Age: Inquisition and how the subtleties of repeated themes and alterations of pieces can highlight both aspects of the world’s culture and otherwise hidden story beats. Bruno Dias reviewed Emily is Away for ZEAL, focusing on some often-overlooked story elements and how they uncritically reproduce an…

February 28th

…the theme of relationality, Kat Cross describes the interpersonal intimacy of Firewatch through the terms of another medium.

“Cibele takes on the online dimension of this phenomenon forthrightly, but Firewatch abstracts it away from even the mediating force of the Internet, instead exploring all the other ways we can have ineffable but meaningful contact with human life.”

  • Firewatch Debrief | Experience Points: EXP Podcast #366: How Firewatch uses the physicality and immediacy of videogames for storytelling
  • Bad Hands in Firewatch | Pippin Barr Pippin Barr offers an amusing critique that seems to have been missed in most writing…
Abstract image evoking bird silhouette

April Roundup: ‘Food’

…food, they are elements emergent from the world. It is only through the application of human ingenuity that these things become truly useful to us. Where paintings show us the story of a moment, and films highlight the process, games put us in a position to both value the scarcity of the materials as well as wonder at the strange improbability of a cake’s existence.

Over at One More Continue, Peterz describes the social ritual he and his friends go through when they get together for nights of League of Legends, which is never complete with their favourite bad pizza…

September 10th

…vivid description of the contrasting scenes that surround Super Smash Bros. and League of Legends.

  • Making Games in Tehran: A massive market, disconnected | GamesIndustry.biz Brie Code sheds light on the significant barriers that prevent game developers in Iran from receiving resources from abroad, releasing games internationally, or travelling to major events.
  • How ‘The Secret World’ Role-Playing Community Became Too Real – Waypoint Cass Marshall shares personal experience in a little-understood yet crucial role as unofficial content creator for an MMO.
  • The Cam Girls Who Also Stream on Twitch | Kotaku Merritt Kopas interviews women who work in front of
  • January 15th

    …paragraphs and a topic that few outside of Eastern Europe are likely to have thought much about.

    “Uprising44, Little Insurgents and Enemy Front are examples of games that aim both at reinforcing national identity through propagating a certain vision of history and achieving success as commercial products of interactive entertainment. […] Sometimes, as in the case of comparing the levels related to the Warsaw uprising in Enemy Front to the rest of the game, it can be observed how genre conventions change possibly because of ideological ambitions tied to them.”

    Institutionality

    This great little selection provides some perspectives