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October 30th

…player character’s place in Kieron Gillen’s concept of New Games Journalism:

In terms of a game’s narrative, the PC is the entity that kills the monsters, returns the princess to the castle, but also who rampages into innocent villagers’ houses, stealing their possessions and then high-tailing it to the nearest dungeon. The PC is the catastrophic effect the human player has upon the game world. This is in contrast to the Main Character, the in-lore hero who we control. The Main Character is the one reacted to in cutscenes, who never commits any of the ridiculous acts us

January 29th

…item. Fallout: New Vegas doesn’t so much solve this problem as it doesn’t really care. […] Bastion, as the smaller game, has a different solution. It lets the narrator completely diverge from the player and makes its points with that dissonance.

And, who knows? Perhaps rebuilt civilization will have a proper appreciation for Okami, such as that of Jeffrey Matulef’s retrospective and Johannes Koski’s studies on its localization.

Future generations and/or slavers might also appreciate the nuance we game bloggers had in appraising our own cultural creations. Such as Nick Dinicola’s critique of Arkham City, which he…

February 5th

…the wrong word. Replace each instance with ‘jackass’ and it’s much more on the mark.

Joel Jordon from The Game Manifesto believes games are like music. He extols the inherent rhythm to a game’s actions, and sees similar qualities present in games from Dance Dance Revolution to Resident Evil 4 and Rayman Origins.

Alan Williamson of the SplitScreen blog looks at a quick history of cheating in games from the early cheatcode to modern hacking, to the publishers cheating gamers out of legitimately purchased content. To quote Williamson: “It’s hard for the modern gamer to be a cheater,…

Uncharted 2

…hard pressed to identify a single genuinely original aspect of Micheal Curtiz’s Casablanca. Dozens of movies have told similar stories with similar characters. What elevates Casablanca is the way each of its elements: cinematography, music, performances, screenplay — so clearly surpasses the pedestrian work of other similar films.

Dean Takahashi at Venture Beat also spoke with Richard Lemarchand about the research undertaken for Among Thieves, where Lemarchand looked to classic heroes like Robert Louis Stevenson, Robinson Crusoe, Doc Savage and Tintin for inspiration. In some ways it’s this classic sense of heroics that makes Nathan Drake instantly appealing….

March 25th

…also where many players feel they lose Mass Effect, because until the final moment, the plane of men has been the only ground the game knows.

Lastly on the subject of Mass Effect, I don’t know who this pretty lady is, but a few of you wrote in recommending this link as a capstone to the discussion: “In which Squaresoft wrote a Bioware game.”

While most of the ludodecahedron spent the week effecting masses and taking journeys, a few more interesting discussion topics sneaked in. Jamin Warren sat down with Jesper Juul on the subject of failure…

April 8th

…of the music you hear depend on what you’re standing near to. And the time of day, and what’s going on in the rest of the music, and probably some other factors.

Meanwhile, Zach Alexander wonders if we can consider saving and saved games a part of the gameplay.

Our good frenemy Eric Lockaby is at it with his latest installment of “How You Got Videogames Wrong,” in which he explicates how the fundamentals of design (old media and new) go much deeper than we’re used to discussing them.

As the discussion on Mass Effect 3…

April 29th

Oh dear look who left the keys to TWIVGB on the kitchen table for me to find. Yes, in her distracted exam-cramming state, Kris left me in charge of TWIVGB once again. I’m sorry.

Look, here’s a little secret I’m going to share with you: sometimes writing about videogames is… how do I put this…. not weird enough. I’m going to try and pick out some of the weirder stuff this week.

For instance: At the architectural/landscape/urbanism blog M.ammoth, Rob Holmes regales us with a short anecdote about a student designing a game as part of an

May 6th

…of other genres– like action games.

Over at Play the Past, Roger Travis has embarked on a multipart series on the Mass Effect franchise. In commenting on the series’s interaction with ideas of player agency, Travis (perhaps coincidentally?) echoes the grand dame Janet Murray herself:

[T]he way the game produces its effect is little different than JM Barrie’s famous ludic moment in Peter Pan: choice matters because the player convinces him or herself that it matters; the story can’t proceed unless choice matters, because the story proceeds when the player makes choices.

Following that path, we…

May 13th

…Further on the subject of first-person shooters, Dan Nosowitz expresses his concerns for Sniper Elite V2‘s hyperrealistic “KillCam”. Thirdly, and a chief contender for article of the week, is Paolo Pedercini’s editorial for Kotaku on how franchises such as Call of Duty: Black Ops valorize a particularly frightening kind of warfare:

In the Ramboesque universe of Call of Duty, black ops are presented as an elite force type of operations, carried out in secrecy by modern ninjas. But in reality, what makes certain operations “black” is not that they go undetected by enemy forces—after all, most of military

May 20th

…privilege, “Straight White Male: The Lowest Difficulty Setting There Is“:

Imagine life here in the US — or indeed, pretty much anywhere in the Western world — is a massive role playing game, like World of Warcraft except appallingly mundane, where most quests involve the acquisition of money, cell phones and donuts, although not always at the same time. Let’s call it The Real World. You have installed The Real World on your computer and are about to start playing, but first you go to the settings tab to bind your keys, fiddle with your defaults, and choose