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June 2015: ‘Pets’

…Round Table

  • Blogs of the Round Table is not curated. If you write it, we’ll publish it, as long as it’s connected to the topic and has been written specially forBoRT or up to one month prior.
  • This BoRT post is the home of the discussion: as I receive new submission blogs, we’ll update the ‘BoRT Linkomatic’ so new blogs are reflected on this page immediately. We’ll also use the @critdistance Twitter account to post regular updates, so follow us!
  • If your work contains potentially disturbing content, please include a suitable warning at the start. Use…

Braid 10th anniversary Critical Compilation

…moment past. That Braid was “important” was an incantation of reviewers at the time, who generally for the most part heaped praise upon the game. It’s also an adjective that frequently caveats criticisms by early naysayers, whom we’ll get to later.

https://www.youtube.com/watch?v=dSwgEYAJUko

Braid‘s wild commercial success and subsequent effect in paving the way for other independent games in the marketplace seems hard to overstate, although the exact impact of any single game would always be difficult to prove. It’s illustrated in this dramatically-titled video IGN made a couple of years ago, where creator Jonathan Blow tells the viewer…

Esther Wright | Keywords in Play, Episode 18

…materials to offer more nuanced interpretations of the influence of dominant understandings of U.S. History on game development and marketing decisions. These hegemonies, established by and through the conventions of pre-existing cultural “genres” like the Western and film noir, and popular narratives long-centred on the white and male experience, lead to games that exclude and marginalise other people and identities, and promotional practices that reaffirm exclusionary stories about America’s “real” past. Esther is also a convener of the Historical Games Network https://www.historicalgames.net/

As a joint venture, “Keywords in Play” expands Critical Distance’s commitment to innovative writing and research about…

Gregory Whistance-Smith | Keywords in Play, Episode 21

https://mcdn.podbean.com/mf/web/r6fc8w/21-gregory-whistance-smith.mp3 Download “Keywords in Play” is an interview series about game research supported by Critical Distance and the Digital Games Research Association.

In this episode we talk with Gregory Whistance-Smith, an independent scholar based in Edmonton, Canada. The discussion focuses on the book “Expressive Space: Embodying Meaning in Video Game Environments” https://www.degruyter.com/document/doi/10.1515/9783110723731/html?lang=en

Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied

Weekly curation process

…anything new then it won’t be included.

Deleted articles are not saved in Diigo anymore, so we don’t have a cache backup of them. To contribute to the conservation of games history, selected articles are archived twice: once on Diigo, and once on the WordPress site itself.

2b (i): Highlight choice quotes

A choice quote is highlighted and stored with each piece’s bookmark in the Diigo database. 2b (ii): Add description and tags

If a piece looks suitable, the Senior Curator changes the bookmark description to be a brief synopsis explaining why the piece is significant and/or

Critical Distance: The First Month and the Future

…been the larger, more comprehensive ones. Specifically, Denis Farr’s recent Achievement Unlocked: Sex which, while focused on the discussion of a single post, elaborates on certain points with links to other articles and the ideas contained within them.

This is where I see the most fruitful area for the future of Critical Distance coverage – in being able to bring together and synthesize a new post and new coverage from disparate arguments and multiple sources. Think of it as providing the community with access to your memory, your own history of reading, your store of knowledge gained through the…

June 7th

…Ian Bogost wrote an insightful column at Gamasutra the other week on the economics behind iPhone App Store game sales. Check out ‘I want my 99 cents back‘ for its discussion of consumer impressions of disposability and price points.

Michael Abbott of ‘The Brainy Gamer’ wrote somewhat disparagingly about the steady stream of a particular type of game that seems to be dominating the Electronic Entertainment Exposition (E3) this year. In case you aren’t aware, E3 is seen as something of a yard-stick for the industry – everyone who is anyone in the games is strutting their stuff on…

EarthBound

…is a conscious plot decision; the department store and Moonside are so hard because Ness and Jeff are scared with their friend missing. They had just conquered so much in Threed, only to be separated once again. Twoson/Peaceful Rest/Happy Happy Village is actually the very best example in the game. Ness is leaving home for the first time and his courage is wavering. Luckily, he finds it again in a new friend. In Threed, the two come upon a town that not even Paula’s optimism can brighten up. It’s looking pretty bad until another friend arrives. After you get Poo,…

Abstract image evoking bird silhouette

July 17th

…are cached. The cache is a larger, cheaper form of memory, but it is slower to read and write. Data must be written from the cache to a register in order to be manipulated directly by the CPU. The amount of memory in SpaceChem’s “cache” is governed by the area of the grid (8 x 10). Each coordinate on the grid can therefore be considered a unique memory address. This analogy is enforced mechanically: a factory “crashes” if two atoms collide on the grid, since you can’t store two values in the same memory address.

So with the…

May 27th

…truth, this is where video games struggle to communicate most with the young: they are an old-fashioned mode of communication. A majority of them tell the stories our parents, and our parents’ parents, want to tell. They’re not stories about pursuing our dreams, but stories about when we’ve already achieved them. We’re never no one, anymore: we’re assassin, we’re dragonborn, we’re Command Shepard’s favorite store on the Citadel. We’re never Mega Man, a cyborg with natural gifts but who has to earn everything for himself.

Video games are stories about when we’ve already arrived.

Meanwhile, Rob of…