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March 18th

…same myth is partly responsible for the destruction of our own world.”

Marked off

Social issues portrayed in games are critiqued in three articles this week, looking at adoption, disability, and postcolonial utopia.

  • Looking back at Yakuza 3 and its rare portrayal of orphans in Japan | ZAM – The Largest Collection of Online Gaming Information Kazuma Hashimoto compares the portrayal of adoption in Yakuza 3 to the contemporary reality of adopted children in Japan.
  • On the Afrofuturism, Representation and Intent of Crest – Historian On Games Seva Kritskiy raises problems with a recent…

March 25th

…and loss of talent at Telltale added another log onto the fire.

  • IGDA head pledges to support growing unionization movement | ZAM – The Largest Collection of Online Gaming Information And after a rather reportedly disastrous roundtable at GDC on unionization, John Bringle grilled IGDA Director Jen MacLean on her stances regarding poor working condition and unionization
  • Dispatches from GDC 2018: Day 1 | Unwinnable And on a different subject, Amanda Hudgins gives a personal account of her first day at GDC that reveals how basic assumptions of the conference can fly in the face of a woman’s…
  • Abstract image evoking bird silhouette

    April 1st

    …the factors leading to calls for a union.

  • The struggle to unionize video games | ZAM – The Largest Collection of Online Gaming Information It was John Brindle who did one of the first investigative pieces on the unionization drive at GDC, identifying the work of Emma, Liz Ryerson, Dietrich Squinkifer and Scott Benson getting it started.
  • “things in the games industry are not fine. The industry is, in fact, on fire. It chews up young, passionate new entrants, burns them up and spits them out as disillusioned refugees before their first decade is up.”

    Abstract image evoking bird silhouette

    April 8th

    …Wilbur reflects on the need for portrayals of Native Americans that give indigenous people agency and self-determination.

  • E-soterica: The Quiet Exclamation of ASMR | Unwinnable In an interview with the creator of an ASMR game, Khee Hoon Chan brings out extra layers of virtual embodiment in online life and gender dysphoria.
  • Shadows

    In a fascinating pair of articles, critics examined their own relationship with psychology through games.

    • Why I Play | Kotaku Keza MacDonald explores the highest and lowest motivations driving a lifelong relationship with games.
    • “Share Melancholy Thoughts” – First Person Scholar…

    May 13th

    In this week’s roundup, there are some fascinating questions about how and why to look at games critically, as well as writing on accessibility, narrative, and interactive systems!

    Mindsets

    This week brought us three pieces that highlight the importance and variety of critical perspectives on games.

    • Help us bring back Deorbital! – Deorbital amr al-aaser has started a promising push to share more diverse perspectives on God of War and on games in general.
    • The Reviewer and The Critic | ZAM – The Largest Collection of Online Gaming Information Eron Rauch relates art criticism

    July 1st

    …pieces this week, the fragility of queer identity formation is examined with reference to the end of the millennium and the end of the world.

    • Secret Little Haven (Spoilers) – YouTube Chris Franklin discusses the fragility of online life in the late 1990s through an examination of this coming-out/coming-of-age interface game.
    • Let Queer Characters Be Happy Heather Alexandra critiques the heteronormativity of who lives, loves, and dies in fictional apocalypses.

    “I cannot help but worry that the kiss Ellie shared in The Last of Us Part II’s trailer is a kiss of death.”

    July 15

    The weird thing about living such a digitally connected life is that all the work needed to make such a world possible is often made invisible and taken for granted. With games, the more human effort leaks into the player’s experience, the poorer the design seems to be. This week saw several conversations about what work makes games possible and the player’s place in relation to all that work.

    Customer Relations

    Last week, Guild Wars 2 developer, ArenaNet, fired one of its writers, Jessica Price, following an exchange between Price and an online YouTube personality. When Price’s

    July 29th

    …countercultural art of Butoh dance in Japan.

    “the true center of trauma is not the assailing event itself. Trauma is not that the unacceptable occurs but that our responses ourselves cannot be monstrous, that we must remain nothing but human.”

    Harm

    These two pieces both require a content warning for abuse (online bullying, sexual misconduct, etc.) as investigative pieces looking and the causes and possible solutions for community problems in games.

    • Game Companies Can Serve Communities or Customers, But Rarely Both – Waypoint Christopher Williams writes from personal experience about the problems…

    September 16th

    …Manor | Unwinnable Deirdre Coyle finds a big mood in a sentient haunted house that just wants to be left alone.

  • Eevee Is What Pokémon Is All About | Kotaku Gita Jackson makes the case for Eevee’s limitless potential being emblematic of the Pokémon games’ ethos.
  • Due Diligence: Never bet your head (A tale with a moral) – Haywire Magazine Leigh Harrison demystifies Bloodborne’s grueling reputation to speculate on how our online culture of collective wisdom and fourthhand memes may have predicted the likes of Filip Miucin.
  • Gamasutra: Justin Reeve’s Blog – Space, Place, and the Art…
  • October 21st

    …deeper that common denominator sinks. Both ArenaNet and Riot, which create and curate vast online worlds, unambiguously allowed the worst of their communities to dictate staffing decisions. Rockstar’s Houser attempted to use crunch as a sort of implicit come-on to the player: Look at how willing my people are to kill themselves for your pleasure!“

    (Multi)cultural Capital

    Four authors and one interviewer this week continue the ongoing project to push and prod at the marginal boundaries of identity and inclusion in games, both through reflection on what cultures and identities are being included in games, and of…