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Esther Wright | Keywords in Play, Episode 18

…saying, you know, these games are authentic. It’s, we did all of our research, and we did all of this work to help ensure that your experience was super authentic. Here’s the proof for everything we did. Here’s where you can go and see, you know, we’re saying that a classic Western is something like ‘The Wild Bunch’. So go and watch ‘The Wild Bunch’, oh, look, when you play ‘Red Dead Redemption’, it’s very, very similar to ‘The Wild Bunch’. Therefore, this must be a kind of classic and authentic Western. It’s that kind of, that’s why I talk…

Gregory Whistance-Smith | Keywords in Play, Episode 21

…funny, I was like, oh, this will happen, this will be indie games. And you’ll give it 10 years and you’ve got players like Annapurna now that have kind of helped fund this tier of type of practice, which is super different than working at a massive you know, 200-person office right which of course we also have an architecture so it’s kind of a funny, yeah, I expected it, it happened here it is, you know, that’s just late-capitalist mess for you.

Zoyander: Yeah and how it also makes me think about outsourcing and how that’s very similar….

May 12th

…of grief through Super Mario World.

“It may seem like the content of Sexton’s poetry is incompatible with the joy and optimism of Super Mario World, but that is far from accurate. This juxtaposition of melancholic, meditative poetry and a bright, happy video game demonstrates a loss of childhood innocence. It shows how we approach games that we once loved as children differently in adulthood. The sorrows of Sexton’s life were unavoidable, and they greatly shaped his person. As such, he can never play Super Mario World in the same way that he played it as a…

November 5th

…to spark a wave of interesting critical writing.

  • Making History with the Music of Pyre | Game Score Fanfare – YouTube (video: auto-captions) Game Score Fanfare praises Supergiant Games’s integration of music composition into the core of their design.
  • Different as they are, Supergiant’s games all explore tolerance and the ways we we deal with disaster | PC Gamer Malindy Hetfield draws thematic links between three games made by the same studio: Pyre, Transistor, and Bastion.

“Supergiant’s three games all helped me consider the role of the individual and our relationships with each other

Abstract image evoking bird silhouette

July 11th

According to my working document naming convention this is the 70th TWIVGB I’ve assembled. That’s somewhat mind boggling, and so is the number of posts this week!

Greg J. Smith at Serial Consign usually blogs about architecture, and occasionally, we are blessed with an essay like this one

October 31st

…FFIV is a relatively simple RPG by today’s standards, but its overall structure still holds up. In fact, I prefer its setup to most current entries in the genre

Zachary Alexander at the Hailing from the Edge blog has been playing Super Meat Boy (along with the rest of the world apparently) and writes this week about ‘Super Meat Boy and Signalling’.

Michael Abbott of The Brainy Gamer blog continues the SMB love-fest by riffing on the idea of the platformer as videogames own version of Jazz – something original, based on standards, and performable in a…

April 17th

…steady stream of imitative designs that prove the point. But focusing on threadbare tropes and overused mechanics may cause us to overlook the astonishingly creative work being produced by game designers experimenting with form, representation, and abstraction.”

In a similar vein, John Walker over at Rock, Paper, Shotgun takes aim at development-stifling genre conventions and argues there is one place where “genre crossing” is thriving: “Do you know? It’s casual games.”

Raptured Reality’s Steven O’Dell laments the quick turnover of commercial titles like Super Mario Galaxy:

Nobody seems to care that Super Mario Galaxy, a game

September 2nd

…than a little nobility in Lando’s loyalty to Cloud City, in Walt’s descent into the dark.

As though in answer, Unwinnable’s Steve Haske looked into the abyss of Animal Crossing and found a lot about consumer culture malaise there. That or he’s wound up in a Todd Haynes film; it’s difficult to tell.

Socks Make People Sexy (which is in the running for best blog title featured this week) offers up a long and rewarding essay on What makes Super Mother— errr, Mother 2 so super. And over at one of my favorite little blogs, Persona Matters,…

March 23rd

…of Amnesia: A Machine for Pigs, so he went to the source, Dan Pinchbeck.

Robert Rath calls Ground Zeroes the first Metal Gear Solid game that gets, like the tagline says, Tactical Espionage Action right.

Leigh Harrison looks at the super lengthy Darksiders II and how that and its repetition are, in a way, something to be admired.

Stephen Beirne looks and the concept of exploration by eschewing the normative model of an open world filled with collectables for something far different filled with weird sights.

And Austin C. Howe wrote a defense of Super Metroid‘s…

March 30th

…liberally cloned. In a bid to show just how much time and iteration went into their game, Vollmer and Wohlwend have released a huge heaping pile of valuable documentation on Threes!‘s design process.

Meanwhile over at The Game Design Forum, Pat Holleman and researcher Amanda Lange have released their latest Reverse Design book, tackling Super Mario World with TGDF’s usual super-dense and fine-grained style of analysis. A long but worthwhile read!

Mechanics of the Heart

On Ontological Geek, guest contributor Andrei Filote proposes an analogue for the Bechdel Test pertaining specifically to worldbuilding: is your game’s world…