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#always so wild seeing how different ed looks in the start versus at the beginning
moonlitkilljoy · 1 year
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Edward Nygma + telling riddles about death
Gotham (2014) Season 2, Episode 17 "Into the Woods" + Season 5, Episode 10 "I Am Bane"
gotham gifsets [1 & 2/?]
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yespoetry · 4 years
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A Review of Shira Dentz's 'how do I net thee'
By Kathryn Cowles
Some books of poems have to teach you how to read them because you can’t read them any of the old ways. Some books, in addition to being about whatever they’re about, are also about improvising a new way of saying, and therefore require a new way of reading. Some books are an investigation of methodology even as they plow ahead, and this is true of Shira Dentz’s how do i net thee (Salmon Press, 2018). So before I get into the specifics of Dentz’s original, weird methodology and language, I want to posit a theory of the why behind the how—the thinking I see going on behind the doing that manifests in the many luminous and strange visual elements in the book. But just to make sure you don’t lose interest amidst the theorizing process, here are some juicy bits of language, completely decontextualized, to hook you in, many of them employing this poet’s characteristically startling figurative language or her characteristically complicated alliterative twists and turns:
 “Sitting here opening chestnuts / one comes out like a coin” (61)
“His voice particular, the inside of a menorah. Silver and warm at the same time.” (52)
“a corseted idea / like sunrise and sunset” (6)
“desire yellow on the burner heat on low” (16)
“mother, / a brief flick in the air like light from a lighter / nod your lips curtain in a breeze” (8)
“a mouth inside herself” (38)
“let’s make some word water two parts salt one part light influenced by the moon junkie streamlined take a cup and fill it that lemon scent in the outdoors air a skirt of pine trees draped along mountains” (15)
“but when I eat, it’s a solid thing, like a right word” (58)
“Apples and whine the voice sublime toes and woes Schubert aglow     the spine of tree leaves, mark trunk and bark in back of the crease keep me from falling hot springs dry cracked lips to the vine and back let it go take me the wind drapes like a cloth over my mind, a napkin on my lap.” (57)
So there you go—call it an appetizer.
The first poem in how do i net thee is kind of a bonus pre-poem, sneaked in before the table of contents, a clue into the framework of the book as a whole. The poem is a riffing on/recontextualizing of the OED definition of “net.” It begins and ends mid-sentence and winks at its own materiality, at its own doubling, its words bifurcating and proliferating and opening out. The poem ends like this:
            to make by the process                        of producing network; to
                                                               interlace,
                                          to take, catch, capture,
                                                or gather
(This is as good a moment as any to note that all quotations here are approximations since these poems move all over the page and are therefore difficult to reduplicate in miniature. Dentz herself apparently co-designed the book, so it’s clear that spacing matters. Alas for me.)
You know how, when you push your thumb against a running faucet, far from stopping the water, you send it spraying in all different directions with increased force? In this book, Dentz’s poems activate their contents through pressure. They put their thumbs against faucets. Far from trying to settle their words into stable forms, these poems intentionally shake them up.
That first poem, hiding in plain sight before the book even quite begins, ends with a faucet moment of proliferation that could be an ars poetica for the larger project’s methodology.
I like the wild gradations of that take catch capture gather as it destabilizes the “net” from the book’s title. I like the idea of holding together multiple differing gestures at once, of tracking different configurations of the same words and their subsequent effects, of teaching readers to read in split and sometimes contradictory ways. I like building by interlace.
The difference between take and gather, for instance, the movement between, is startling. Take involves something done against-will, implies the creature one takes from, while gather suggests a passive and near-inanimate object, like wheat. Similarly, catch and capture run the gamut. One catches a frog, a small animal, perhaps using lures, bits of food, or subterfuge, but one captures a person, a fugitive, an enemy soldier, a flag, a whole kingdom.
take catch capture gather encapsulates the complex ethical terrain of any poetic gesture of writing-about. It implies an object in varying states of being-acted-against. It knows that there’s a violence inherent in the take catch capture gather-ing of a poetic object, and rather than ignoring it, it puts the violence on the surface of the gesture, makes it meta, makes it apparent to the reader. It finds a new way of writing—of netting the stuff of the world on the page—that performs this contradictory and fraught gesture and therefore empties it of some of its violence against the poetic object.
The ethical terrain of writing/roping something to the page is more fraught if the thing getting netted is a person, a thee rather than an it, like a beloved brother lost, or a perpetually wounding father, two of the central, haunting figures in how do i net thee. Thee is the language of the holy but also of childhood fairytales, and of troubadours, of “whom do i love best in the world” (from “X” 17). Thee is an intimacy but also a pedestal. Is adoration. Is a formal gesture, a performance. Thee calls attention to the fact that it calls attention to the fact of its subject, that it chooses the performance of its how. It puts its take catch capture gather on the surface of its gesture. It shows its cards.
Because there’s always an ethics embedded in poetic methodology. There’s always a netting taking place, even though many choose to bury it beneath the surface. To call attention to it, to put the thumb on the faucet, to give multiple different gatherings instead of just one, destabilizes the weighty authority of truth claims on the page. And indeed, these poems are interested less in Capital T Truth than versions, angles.
To this end, in a number of spots, Dentz will recreate entire earlier poems with no or few differences in word choice but with entirely different spacing on the page in order to call attention to the way spacing on the page affects the words gathered—to draw attention to the surface of the saying. These twinned poems are about what they’re about individually but also about an ethical destabilization, the fact that changing their spacing on the page changes the content, even when it’s otherwise identical or nearly identical, the fact that one can literally say the same thing in terms of word choice and yet not say the same thing.
Or, put another way, different configurations of the same poem can be like different kinds of maps of the same moment in time, each truthful in their own way—the way a topographical map versus a map of the train system of a place would look different, even if they hold the same content in terms of place. Catching the actual, physical world on the page can manifest itself in any number of different ways, each calling our attention to different details as the most important ones.
Dentz invents a number of other linguistic tactics, poetic tactics, spacial tactics that make this complicated, ethical gesture of take catch capture gather. For instance, her sentence edges sometimes get all slippery as they try to keep up with her thoughts (or her speaker’s thoughts; but let’s just problematically say her thoughts and call attention to the violence of it in a parenthetical note, wink). Conjoined-twins sentences, is what I started calling them in my mind.
Like “are they singing or laughing or clapping back to desire young young how do i net thee with my shredded heels no i don’t want to look humpty dumpty had a great fall for heaven sakes” (from “Anatomy” 16). Sentences overlap onto each other, as with that “look,” which can attached itself to “no i don’t want to look” or “no I don’t want to look humpty dumpty” but also “look humpty dumpty had a great fall for heaven sakes”. The effect is one of both immediacy and great speed. Of asking questions and sometimes answering them right after, and in real time, of finding out what one thinks via thinking it, form running hand in hand with content. This kind of writing nets, but spraypaints the net a bright and visible color.
It’s worth noting here that how do i net thee has a handful of pieces of pictures of net, I think culled literally from an image of a net inside the front cover, thrown in physically in the middle of poems, like little chutes from Chutes and Ladders games of my youth, further drawing attention to the materiality of the netting and also gathering/yoking words and pieces together that might otherwise be isolated. These pieces of net help pull the entire book together as project even as separate little poems go their separate ways.
Or consider the methodology for how things make their way into the poem “watercolor tongue” (19)—at the speed of thought: “yesterday bikes in a forest / with deer. would be perfect, a man. my head could / race, maybe did one too many now it’s coming back how i asked what’s / your schedule. i’ll have to look. why did i bother, brother, watermelon / claw, green shades of sunset flesh.” In these lines, we are moving through language that feels remarkably like thinking, with its diversion-ed momentum. We are in yesterday in a forest, and then now thinking of a man (“would be perfect, a man.”), then thinking about thinking (“it’s coming back now”), about the head racing, and then recounting the thing the speaker wants the mind not to race to, a conversation (“i asked what’s / your schedule. i’ll have to look. why did i bother”). And then the word bother, the look or sound of it, remarkably, turns to “brother,” to that thread of net, that chute, haunting the entire book, a lost brother whose voice is slipping out of memory. The way brother enters into the poem is the way things that haunt us enter into our thinking, mid-thought.
Or consider the methodology of strange metaphor and image progression in some poems, which is quintessential Dentz. The poem “Marsupium” begins, “A girl of freezing ice in my stomach; papoose; / skinning my meat” (4). The strange emotional precision of the embedded metaphors strikes me here. And yet the metaphors don’t settle into their equal signs. They wiggle and proliferate into further metaphor and so do a different kind of work:
i’m a basket of eels on the backseat of a car.
curled like question marks.
Am i the girl who makes the empty plank of a brother
white keys on the far ends of a piano
a baldness, with nothing around it
                                                    Silence
                                                                      Vaseline on my senses
being angry comes in waves                 you see the flight pattern but no bird
Dentz frequently juxtaposes sharp image after sharp image in order to suggest a new grammar or logic or relationship between things, in order to constellate. The images accrue, they gather themselves into something cumulative, something akin to metaphor, but not exactly metaphor. It’s like a metaphor of feeling, images trying to get at some complex feeling, some other-side-of-an-equal-sign, from multiple angles. It’s metaphor in the process of take catch capture gather. The images are trying to get something from the world down on the page, and the something is not simplified. It refuses to be reduced in the netting process.
It’s hard for me to say just what this poem is doing to me and why I like what it’s doing so very much. It has both precision and expansiveness, switching lenses on me line by line so I see something both small and up close and then a whole larger landscape in a short amount of space.
I also like that it’s difficult poetry, to use that age-old, often problematically gendered term, and yet difficult in the service of something I can feel in my gut. It’s difficult on its textured surface but also tied to something that feels core and human. It gut punches via the intellect. This is a glimmering kind of balancing act indeed.
Because ultimately just saying something in a new way, and then getting meta and saying that you’re saying something in a new way, isn’t quite enough for me with a book of poems. Such a gesture alone doesn’t actually take catch capture gather at all. It doesn’t net anything; it just sews nets prettily or elaborately. It puts its finger on a conceptual faucet without turning on the water, without getting all wet. I do often like to find myself in the kinds of poems that are a purely intellectual enterprise, that make me think about language and how it operates, that delight me on a surface level with their twisty-turns.
But my very favorite poetry does something more. It asks “in the dark are there kind letters and if so which are they” (58). It delights with intellectual twisty-turns, yes, and strange methodologies, but it does so with an ethical, human anchor and purpose, with a beating heart, and in doing so, it turns me into something more than a passive subject. It take catch capture gathers me up and actually moves me, which is what I would ultimately say to describe how do i net thee: it moves me smartly, it transports me, intercepts, arrests, apprehends, gains possession of me, entangles, affects violently, seizes, snatches, grasps, lays hold of, grips, snags, hooks, it captivates. And good.
Kathryn Cowles is an associate professor of English at Hobart and William Smith Colleges in the Finger Lakes region of New York. Cowles’ first book of poems, Eleanor, Eleanor, not your real name, won the Brunsman Book Prize, and Cowles’ second book of poems, Maps and Transcripts of the Ordinary World, is forthcoming from Milkweed Editions. Cowles’ work has appeared recently in such places as New American Writing, The Georgia Review, Boston Review, Verse, Diagram, Best American Experimental Writing, and the Academy of American Poets Poem-a-day.
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symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.
This week's highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more - enjoy!
- Simon, curator.]
-------------------
The Art of Fiction #6: Greg Kasavin (Sean Vanaman / Campo Santo Quarterly) "I met Greg Kasavin in the winter of 2010 over enchiladas at a Mexican restaurant in San Rafael, on my lunch break from Telltale Games. Greg had just quit his job as a producer at 2K Games to join his former Electronic Arts coworkers at Supergiant —then a handful of unknown developers in a suburban home in San Jose — as a writer on the 16-bit throwback action RPG Bastion."
Animators Roundtable: The Mass Effect: Andromeda pile-on (Various / AnimState / Gamasutra) "With so much attention being paid in the last week to the animation issues seen in the previews leading up to Bioware's next big release, Mass Effect: Andromeda, we thought it would be interesting to get a few experienced animators together to discuss the challenges animators face when dealing with these types of projects."
Legend of Zelda: Breath of the Wild - An Open World Adventure (Game Maker's Toolkit / YouTube) "So, The Legend of Zelda: Breath of the Wild is an open world game. In this video, I look at how Nintendo used and ignored different bits of open world design to make a game that's all about exploration and adventure."
How the Risky 'Horizon Zero Dawn' Transformed the Studio Behind 'Killzone' (Keith Andrew / Glixel) "After all these years of giving us great-looking games about shooting at space-Nazis, Guerrilla showed us what it was truly capable of: a hugely ambitious open-world role playing game that was not only critically lauded, but sold over 2.6 million copies in its first two weeks and provoked comparisons with greats like The Witcher 3."
From Indie to Fable & Back Again: 30 Years of "Wisdom" (Dene Carter / GDC/ YouTube) "In this GDC 2017 talk, industry veteran Dene Carter discusses his overarching lessons learned from 30 years of experience making games at all scales, and how these experiences can help indie developers aiming to create high quality games while staying sane."
BritSoft Focus: All 4 Games (Julian Benson / Kotaku UK) "Our BritSoft Focus series tends to look at UK developers, but every now and then we’ll also be shining the spotlight on UK publishers - particularly the unusual ones, as we did with PQube back in February. Channel 4 is one of these. Not because it’s a small outfit: Channel 4 is a giant public-service broadcasting company, mainly-funded by advertising but ultimately owned by the UK taxpayer."
How Breath of the Wild Fixes Zelda's Item Problem (Turbo Button / YouTube) "The Legend of Zelda is one of my favourite series, but despite the amazing heights it reaches, it's always had a problem of items being far too specific and rigid. Let's take a look at just how Breath of the Wild fixes that problem, and how it makes interactions in this huge world feel so much more natural."
Morphblade And Imbroglio: Making A Game To Test A Critique (Tom Francis / Pentedact) "I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. [SIMON'S NOTE: an interesting way to respond to a game - with another game!]"
Arcade to eSports: How Your Competitive Game Influences Player Culture and Values (Tom Cannon / GDC / YouTube) "In this 2017 GDC talk, EVO cofounder Tom Cannon examines how the format of the arcade influenced the competitive culture of fighting game players, and why this culture endures today."
7 works of interactive fiction that every developer should study (Stefanie Fogel / Gamasutra) "[Interactive fiction] is enjoying a bit of a resurgence today thanks to studios like Failbetter Games and Inkle. With that in mind, here are seven IF games that can still teach developers of any genre a lesson or two about narrative and design."
How escape rooms became the future of advertising (Bryan Bishop / The Verge) "The SXSW conference has a history of being home to some of the most elaborate marketing events imaginable. Whether it’s a chance to stay over at the Bates Motel, visit the restaurant from Breaking Bad, or see Kanye and Jay Z perform, it’s as much a part of the show as technology talks and movies. But this year, a new style of tie-in swept the festival: the escape room."
Traversal and the Problem With Walking Simulators (Thomas Grip / Frictional Games Blog) "To keep the player focused on the game's world is crucial to every game creator. During times of traversal this is even more important, at the same time as it's harder to achieve. So how do you keep your game interesting and avoid turning it into a walking simulator? [SIMON'S NOTE: Thomas is the designer of Amnesia and SOMA, which makes this particularly interesting.]"
When pigs flew: The strange history of Capcom's Big Bang Bar (Brian Crecente / Polygon) "I was working on a story about buying refurbed game machines and he was my source. After working through the particulars, Tuckey interrupted my wrap-up by asking if I wanted to hear a real story. The tale he told, heard from the friend of a collector, was about a fabled pinball machine, a dream machine that was never manufactured, its design thought lost forever."
Hoodiegate: What goes into making the yearly Remedy hoodie (Thomas Puha / Remedy / YouTube) "In 2016 Remedy embarked on a mission to create the ultimate hoodie in its 20 year history. Huge amount of research was poured into the project with several beta tests done in the wild. We documented all of this for you to see... [SIMON'S NOTE: this was from the end of last year, but only just saw it, and it's very cute/silly.]"
The Xbox One is struggling because video game exclusives still matter (Chaim Gartenberg / The Verge) "Perhaps the most revealing example of the power of exclusives is Microsoft’s Xbox One, the console that’s struggled to find its niche with first-party games. While Sony has recently offered a variety of games in a short window of time, and Nintendo has, well, Zelda, Microsoft hasn’t quite found its footing."
Chasing the First Arcade Easter Egg (Ed Fries) "It all started with a soon to be released project I am working on called “Fixing Gran Trak 10” about the first car racing arcade video game from 1974. I had completed the electrical repairs and was trying to interview as many people as possible who were involved with making the game. One of the interviews was with Ron Milner. Ron’s an interesting guy. He was an engineer and inventor at Atari’s secret think tank in the mountains – Cyan Engineering from 1973 to 1985."
Why Opening Loot Boxes Feels Like Christmas, According To Game Devs (Cecilia D'Anastasio / Kotaku) "Opening Overwatch loot boxes or Halo 5 REQ packs adds a special drama to a gaming session. The crate shakes. A jingle chimes. Lights peek out from the cracks. It swells with potential. Game developers make subtle design decisions that stoke the hope that keeps players opening mystery boxes, crates and packs. And not just on the stats side of things—just as important are the cosmetics of the experience."
Nioh: Talking with Samurai (Fumihiko Yasuda / GDC / YouTube) "In this 2017 GDC session, Koei Tecmo Games' Fumihiko Yasuda explains how and why the samurai-themed action game was released into a brief early access period, and goes through the key lessons learned from that exercise, the applications of collected data, the reception of the open communication with their fans, and implementation of the feedback gathered."
The Game Beat Weekly: Game reviewers face their own "crunch time" (Kyle Orland / Tinyletter) ""Eating a big steak dinner is great. Being forced to eat 30 steak dinners in the span of a week approaches torture." This is the best analogy I've heard for describing the "hardship" of reviewing an epic-length game on a tight embargo deadline (I think Ben Kuchera was the one to first mention this great saying to me, and it's definitely stuck). [SIMON'S NOTE: Kyle's newsletter hasn't published much of late but is def. worth subscribing to!]"
Hajime Tabata Reflects on the Transformation of Versus XIII to Final Fantasy XV (Jeremy Parish / USGamer) "Now that the dust has settled on Final Fantasy XV and its strong global sales appears to justify hopes for future chapters in the long-running RPG franchise rather than toll its death knell, producer Hajime Tabata can afford to look back and wax philosophical on the project."
A Brief History of Walking Simulators (Sidcourse / YouTube) "In this episode of the Sidcourse, we take a look at first person adventure games. Or as they're more commonly known; walking simulators. Walking simulators weren't as loved by the mainstream audience outside of the critics in the beginning. Over time, things have changed and as indie developers grow this genre of games, we can see them blurring the line between mechanics and narrative."
Interview with Matt Lees at GDC (Jessica Fisher / Gameosity) "During my visit to the Game Developers Confrence (GDC) I had a chance to sit down with Matt Lees of the popular board game site, Shut Up & Sit Down. We got to chatting about the conference, the board game industry, bears, and SU&SD’s Kickstarter for their Monikers expansion."
The Obsessive World of 'Zelda' Timeline Fanatics (Luke Winkie / Glixel) "One of Legend of Zelda superfan Michael Damiani's favorite discoveries is inside Hyrule Castle in the acclaimed 2002 GameCube title, The Legend of Zelda: Wind Waker. If you skip down the stairs below the altar that holds the Master Sword, you'll find several stained glass windows peering into a lonely, waterlogged basement."
'Fallout: New Vegas' Writer Chris Avellone: "Fantasy is Not My Happy Place" (Miguel Lopez / Glixel) "Chris Avellone's credits read like a recitation of the computer RPG canon: Fallout 2, Planescape: Torment, Icewind Dale. But talking to him, you get the feeling that the veteran writer and designer has only recently begun to reap the benefits of his profile."
My Mains: Ryu (Patrick Miller / Medium) "Hey, it’s Patrick. I’m trying out a short blog series about character design in competitive video games! Simple format — five things I like about a character, and one thing I’d like to fix. Check it out and let me know if it’s a thing you’d want to read more of! Also see: Pharah, Chipp, Thresh, and Athena. [SIMON'S NOTE: Patrick is an ex-Game Developer magazine EIC and fighting game scene guy who's now at Riot, and writes smart stuff!]"
The Video Game That Claims Everything Is Connected (Ian Bogost / The Atlantic) "I am Rocky Mountain elk. I somersault forward through the grass, toward a tower of some sort. Now I am that: Industrial Smoke Stack. I press another button and move a cursor to become Giant Sequoia. I zoom out again, and I am Rock Planet, small and gray. Soon I am Sun, and then I am Lenticular Galaxy. Things seem a little too ordinary, so I pull up a menu and transform my galaxy into a Woolly Mammoth. With another button I multiply them. I am mammoths, in the vacuum of space."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.
This week's highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more - enjoy!
- Simon, curator.]
-------------------
The Art of Fiction #6: Greg Kasavin (Sean Vanaman / Campo Santo Quarterly) "I met Greg Kasavin in the winter of 2010 over enchiladas at a Mexican restaurant in San Rafael, on my lunch break from Telltale Games. Greg had just quit his job as a producer at 2K Games to join his former Electronic Arts coworkers at Supergiant —then a handful of unknown developers in a suburban home in San Jose — as a writer on the 16-bit throwback action RPG Bastion."
Animators Roundtable: The Mass Effect: Andromeda pile-on (Various / AnimState / Gamasutra) "With so much attention being paid in the last week to the animation issues seen in the previews leading up to Bioware's next big release, Mass Effect: Andromeda, we thought it would be interesting to get a few experienced animators together to discuss the challenges animators face when dealing with these types of projects."
Legend of Zelda: Breath of the Wild - An Open World Adventure (Game Maker's Toolkit / YouTube) "So, The Legend of Zelda: Breath of the Wild is an open world game. In this video, I look at how Nintendo used and ignored different bits of open world design to make a game that's all about exploration and adventure."
How the Risky 'Horizon Zero Dawn' Transformed the Studio Behind 'Killzone' (Keith Andrew / Glixel) "After all these years of giving us great-looking games about shooting at space-Nazis, Guerrilla showed us what it was truly capable of: a hugely ambitious open-world role playing game that was not only critically lauded, but sold over 2.6 million copies in its first two weeks and provoked comparisons with greats like The Witcher 3."
From Indie to Fable & Back Again: 30 Years of "Wisdom" (Dene Carter / GDC/ YouTube) "In this GDC 2017 talk, industry veteran Dene Carter discusses his overarching lessons learned from 30 years of experience making games at all scales, and how these experiences can help indie developers aiming to create high quality games while staying sane."
BritSoft Focus: All 4 Games (Julian Benson / Kotaku UK) "Our BritSoft Focus series tends to look at UK developers, but every now and then we’ll also be shining the spotlight on UK publishers - particularly the unusual ones, as we did with PQube back in February. Channel 4 is one of these. Not because it’s a small outfit: Channel 4 is a giant public-service broadcasting company, mainly-funded by advertising but ultimately owned by the UK taxpayer."
How Breath of the Wild Fixes Zelda's Item Problem (Turbo Button / YouTube) "The Legend of Zelda is one of my favourite series, but despite the amazing heights it reaches, it's always had a problem of items being far too specific and rigid. Let's take a look at just how Breath of the Wild fixes that problem, and how it makes interactions in this huge world feel so much more natural."
Morphblade And Imbroglio: Making A Game To Test A Critique (Tom Francis / Pentedact) "I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. [SIMON'S NOTE: an interesting way to respond to a game - with another game!]"
Arcade to eSports: How Your Competitive Game Influences Player Culture and Values (Tom Cannon / GDC / YouTube) "In this 2017 GDC talk, EVO cofounder Tom Cannon examines how the format of the arcade influenced the competitive culture of fighting game players, and why this culture endures today."
7 works of interactive fiction that every developer should study (Stefanie Fogel / Gamasutra) "[Interactive fiction] is enjoying a bit of a resurgence today thanks to studios like Failbetter Games and Inkle. With that in mind, here are seven IF games that can still teach developers of any genre a lesson or two about narrative and design."
How escape rooms became the future of advertising (Bryan Bishop / The Verge) "The SXSW conference has a history of being home to some of the most elaborate marketing events imaginable. Whether it’s a chance to stay over at the Bates Motel, visit the restaurant from Breaking Bad, or see Kanye and Jay Z perform, it’s as much a part of the show as technology talks and movies. But this year, a new style of tie-in swept the festival: the escape room."
Traversal and the Problem With Walking Simulators (Thomas Grip / Frictional Games Blog) "To keep the player focused on the game's world is crucial to every game creator. During times of traversal this is even more important, at the same time as it's harder to achieve. So how do you keep your game interesting and avoid turning it into a walking simulator? [SIMON'S NOTE: Thomas is the designer of Amnesia and SOMA, which makes this particularly interesting.]"
When pigs flew: The strange history of Capcom's Big Bang Bar (Brian Crecente / Polygon) "I was working on a story about buying refurbed game machines and he was my source. After working through the particulars, Tuckey interrupted my wrap-up by asking if I wanted to hear a real story. The tale he told, heard from the friend of a collector, was about a fabled pinball machine, a dream machine that was never manufactured, its design thought lost forever."
Hoodiegate: What goes into making the yearly Remedy hoodie (Thomas Puha / Remedy / YouTube) "In 2016 Remedy embarked on a mission to create the ultimate hoodie in its 20 year history. Huge amount of research was poured into the project with several beta tests done in the wild. We documented all of this for you to see... [SIMON'S NOTE: this was from the end of last year, but only just saw it, and it's very cute/silly.]"
The Xbox One is struggling because video game exclusives still matter (Chaim Gartenberg / The Verge) "Perhaps the most revealing example of the power of exclusives is Microsoft’s Xbox One, the console that’s struggled to find its niche with first-party games. While Sony has recently offered a variety of games in a short window of time, and Nintendo has, well, Zelda, Microsoft hasn’t quite found its footing."
Chasing the First Arcade Easter Egg (Ed Fries) "It all started with a soon to be released project I am working on called “Fixing Gran Trak 10” about the first car racing arcade video game from 1974. I had completed the electrical repairs and was trying to interview as many people as possible who were involved with making the game. One of the interviews was with Ron Milner. Ron’s an interesting guy. He was an engineer and inventor at Atari’s secret think tank in the mountains – Cyan Engineering from 1973 to 1985."
Why Opening Loot Boxes Feels Like Christmas, According To Game Devs (Cecilia D'Anastasio / Kotaku) "Opening Overwatch loot boxes or Halo 5 REQ packs adds a special drama to a gaming session. The crate shakes. A jingle chimes. Lights peek out from the cracks. It swells with potential. Game developers make subtle design decisions that stoke the hope that keeps players opening mystery boxes, crates and packs. And not just on the stats side of things—just as important are the cosmetics of the experience."
Nioh: Talking with Samurai (Fumihiko Yasuda / GDC / YouTube) "In this 2017 GDC session, Koei Tecmo Games' Fumihiko Yasuda explains how and why the samurai-themed action game was released into a brief early access period, and goes through the key lessons learned from that exercise, the applications of collected data, the reception of the open communication with their fans, and implementation of the feedback gathered."
The Game Beat Weekly: Game reviewers face their own "crunch time" (Kyle Orland / Tinyletter) ""Eating a big steak dinner is great. Being forced to eat 30 steak dinners in the span of a week approaches torture." This is the best analogy I've heard for describing the "hardship" of reviewing an epic-length game on a tight embargo deadline (I think Ben Kuchera was the one to first mention this great saying to me, and it's definitely stuck). [SIMON'S NOTE: Kyle's newsletter hasn't published much of late but is def. worth subscribing to!]"
Hajime Tabata Reflects on the Transformation of Versus XIII to Final Fantasy XV (Jeremy Parish / USGamer) "Now that the dust has settled on Final Fantasy XV and its strong global sales appears to justify hopes for future chapters in the long-running RPG franchise rather than toll its death knell, producer Hajime Tabata can afford to look back and wax philosophical on the project."
A Brief History of Walking Simulators (Sidcourse / YouTube) "In this episode of the Sidcourse, we take a look at first person adventure games. Or as they're more commonly known; walking simulators. Walking simulators weren't as loved by the mainstream audience outside of the critics in the beginning. Over time, things have changed and as indie developers grow this genre of games, we can see them blurring the line between mechanics and narrative."
Interview with Matt Lees at GDC (Jessica Fisher / Gameosity) "During my visit to the Game Developers Confrence (GDC) I had a chance to sit down with Matt Lees of the popular board game site, Shut Up & Sit Down. We got to chatting about the conference, the board game industry, bears, and SU&SD’s Kickstarter for their Monikers expansion."
The Obsessive World of 'Zelda' Timeline Fanatics (Luke Winkie / Glixel) "One of Legend of Zelda superfan Michael Damiani's favorite discoveries is inside Hyrule Castle in the acclaimed 2002 GameCube title, The Legend of Zelda: Wind Waker. If you skip down the stairs below the altar that holds the Master Sword, you'll find several stained glass windows peering into a lonely, waterlogged basement."
'Fallout: New Vegas' Writer Chris Avellone: "Fantasy is Not My Happy Place" (Miguel Lopez / Glixel) "Chris Avellone's credits read like a recitation of the computer RPG canon: Fallout 2, Planescape: Torment, Icewind Dale. But talking to him, you get the feeling that the veteran writer and designer has only recently begun to reap the benefits of his profile."
My Mains: Ryu (Patrick Miller / Medium) "Hey, it’s Patrick. I’m trying out a short blog series about character design in competitive video games! Simple format — five things I like about a character, and one thing I’d like to fix. Check it out and let me know if it’s a thing you’d want to read more of! Also see: Pharah, Chipp, Thresh, and Athena. [SIMON'S NOTE: Patrick is an ex-Game Developer magazine EIC and fighting game scene guy who's now at Riot, and writes smart stuff!]"
The Video Game That Claims Everything Is Connected (Ian Bogost / The Atlantic) "I am Rocky Mountain elk. I somersault forward through the grass, toward a tower of some sort. Now I am that: Industrial Smoke Stack. I press another button and move a cursor to become Giant Sequoia. I zoom out again, and I am Rock Planet, small and gray. Soon I am Sun, and then I am Lenticular Galaxy. Things seem a little too ordinary, so I pull up a menu and transform my galaxy into a Woolly Mammoth. With another button I multiply them. I am mammoths, in the vacuum of space."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.
This week's highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more - enjoy!
- Simon, curator.]
-------------------
The Art of Fiction #6: Greg Kasavin (Sean Vanaman / Campo Santo Quarterly) "I met Greg Kasavin in the winter of 2010 over enchiladas at a Mexican restaurant in San Rafael, on my lunch break from Telltale Games. Greg had just quit his job as a producer at 2K Games to join his former Electronic Arts coworkers at Supergiant —then a handful of unknown developers in a suburban home in San Jose — as a writer on the 16-bit throwback action RPG Bastion."
Animators Roundtable: The Mass Effect: Andromeda pile-on (Various / AnimState / Gamasutra) "With so much attention being paid in the last week to the animation issues seen in the previews leading up to Bioware's next big release, Mass Effect: Andromeda, we thought it would be interesting to get a few experienced animators together to discuss the challenges animators face when dealing with these types of projects."
Legend of Zelda: Breath of the Wild - An Open World Adventure (Game Maker's Toolkit / YouTube) "So, The Legend of Zelda: Breath of the Wild is an open world game. In this video, I look at how Nintendo used and ignored different bits of open world design to make a game that's all about exploration and adventure."
How the Risky 'Horizon Zero Dawn' Transformed the Studio Behind 'Killzone' (Keith Andrew / Glixel) "After all these years of giving us great-looking games about shooting at space-Nazis, Guerrilla showed us what it was truly capable of: a hugely ambitious open-world role playing game that was not only critically lauded, but sold over 2.6 million copies in its first two weeks and provoked comparisons with greats like The Witcher 3."
From Indie to Fable & Back Again: 30 Years of "Wisdom" (Dene Carter / GDC/ YouTube) "In this GDC 2017 talk, industry veteran Dene Carter discusses his overarching lessons learned from 30 years of experience making games at all scales, and how these experiences can help indie developers aiming to create high quality games while staying sane."
BritSoft Focus: All 4 Games (Julian Benson / Kotaku UK) "Our BritSoft Focus series tends to look at UK developers, but every now and then we’ll also be shining the spotlight on UK publishers - particularly the unusual ones, as we did with PQube back in February. Channel 4 is one of these. Not because it’s a small outfit: Channel 4 is a giant public-service broadcasting company, mainly-funded by advertising but ultimately owned by the UK taxpayer."
How Breath of the Wild Fixes Zelda's Item Problem (Turbo Button / YouTube) "The Legend of Zelda is one of my favourite series, but despite the amazing heights it reaches, it's always had a problem of items being far too specific and rigid. Let's take a look at just how Breath of the Wild fixes that problem, and how it makes interactions in this huge world feel so much more natural."
Morphblade And Imbroglio: Making A Game To Test A Critique (Tom Francis / Pentedact) "I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. [SIMON'S NOTE: an interesting way to respond to a game - with another game!]"
Arcade to eSports: How Your Competitive Game Influences Player Culture and Values (Tom Cannon / GDC / YouTube) "In this 2017 GDC talk, EVO cofounder Tom Cannon examines how the format of the arcade influenced the competitive culture of fighting game players, and why this culture endures today."
7 works of interactive fiction that every developer should study (Stefanie Fogel / Gamasutra) "[Interactive fiction] is enjoying a bit of a resurgence today thanks to studios like Failbetter Games and Inkle. With that in mind, here are seven IF games that can still teach developers of any genre a lesson or two about narrative and design."
How escape rooms became the future of advertising (Bryan Bishop / The Verge) "The SXSW conference has a history of being home to some of the most elaborate marketing events imaginable. Whether it’s a chance to stay over at the Bates Motel, visit the restaurant from Breaking Bad, or see Kanye and Jay Z perform, it’s as much a part of the show as technology talks and movies. But this year, a new style of tie-in swept the festival: the escape room."
Traversal and the Problem With Walking Simulators (Thomas Grip / Frictional Games Blog) "To keep the player focused on the game's world is crucial to every game creator. During times of traversal this is even more important, at the same time as it's harder to achieve. So how do you keep your game interesting and avoid turning it into a walking simulator? [SIMON'S NOTE: Thomas is the designer of Amnesia and SOMA, which makes this particularly interesting.]"
When pigs flew: The strange history of Capcom's Big Bang Bar (Brian Crecente / Polygon) "I was working on a story about buying refurbed game machines and he was my source. After working through the particulars, Tuckey interrupted my wrap-up by asking if I wanted to hear a real story. The tale he told, heard from the friend of a collector, was about a fabled pinball machine, a dream machine that was never manufactured, its design thought lost forever."
Hoodiegate: What goes into making the yearly Remedy hoodie (Thomas Puha / Remedy / YouTube) "In 2016 Remedy embarked on a mission to create the ultimate hoodie in its 20 year history. Huge amount of research was poured into the project with several beta tests done in the wild. We documented all of this for you to see... [SIMON'S NOTE: this was from the end of last year, but only just saw it, and it's very cute/silly.]"
The Xbox One is struggling because video game exclusives still matter (Chaim Gartenberg / The Verge) "Perhaps the most revealing example of the power of exclusives is Microsoft’s Xbox One, the console that’s struggled to find its niche with first-party games. While Sony has recently offered a variety of games in a short window of time, and Nintendo has, well, Zelda, Microsoft hasn’t quite found its footing."
Chasing the First Arcade Easter Egg (Ed Fries) "It all started with a soon to be released project I am working on called “Fixing Gran Trak 10” about the first car racing arcade video game from 1974. I had completed the electrical repairs and was trying to interview as many people as possible who were involved with making the game. One of the interviews was with Ron Milner. Ron’s an interesting guy. He was an engineer and inventor at Atari’s secret think tank in the mountains – Cyan Engineering from 1973 to 1985."
Why Opening Loot Boxes Feels Like Christmas, According To Game Devs (Cecilia D'Anastasio / Kotaku) "Opening Overwatch loot boxes or Halo 5 REQ packs adds a special drama to a gaming session. The crate shakes. A jingle chimes. Lights peek out from the cracks. It swells with potential. Game developers make subtle design decisions that stoke the hope that keeps players opening mystery boxes, crates and packs. And not just on the stats side of things—just as important are the cosmetics of the experience."
Nioh: Talking with Samurai (Fumihiko Yasuda / GDC / YouTube) "In this 2017 GDC session, Koei Tecmo Games' Fumihiko Yasuda explains how and why the samurai-themed action game was released into a brief early access period, and goes through the key lessons learned from that exercise, the applications of collected data, the reception of the open communication with their fans, and implementation of the feedback gathered."
The Game Beat Weekly: Game reviewers face their own "crunch time" (Kyle Orland / Tinyletter) ""Eating a big steak dinner is great. Being forced to eat 30 steak dinners in the span of a week approaches torture." This is the best analogy I've heard for describing the "hardship" of reviewing an epic-length game on a tight embargo deadline (I think Ben Kuchera was the one to first mention this great saying to me, and it's definitely stuck). [SIMON'S NOTE: Kyle's newsletter hasn't published much of late but is def. worth subscribing to!]"
Hajime Tabata Reflects on the Transformation of Versus XIII to Final Fantasy XV (Jeremy Parish / USGamer) "Now that the dust has settled on Final Fantasy XV and its strong global sales appears to justify hopes for future chapters in the long-running RPG franchise rather than toll its death knell, producer Hajime Tabata can afford to look back and wax philosophical on the project."
A Brief History of Walking Simulators (Sidcourse / YouTube) "In this episode of the Sidcourse, we take a look at first person adventure games. Or as they're more commonly known; walking simulators. Walking simulators weren't as loved by the mainstream audience outside of the critics in the beginning. Over time, things have changed and as indie developers grow this genre of games, we can see them blurring the line between mechanics and narrative."
Interview with Matt Lees at GDC (Jessica Fisher / Gameosity) "During my visit to the Game Developers Confrence (GDC) I had a chance to sit down with Matt Lees of the popular board game site, Shut Up & Sit Down. We got to chatting about the conference, the board game industry, bears, and SU&SD’s Kickstarter for their Monikers expansion."
The Obsessive World of 'Zelda' Timeline Fanatics (Luke Winkie / Glixel) "One of Legend of Zelda superfan Michael Damiani's favorite discoveries is inside Hyrule Castle in the acclaimed 2002 GameCube title, The Legend of Zelda: Wind Waker. If you skip down the stairs below the altar that holds the Master Sword, you'll find several stained glass windows peering into a lonely, waterlogged basement."
'Fallout: New Vegas' Writer Chris Avellone: "Fantasy is Not My Happy Place" (Miguel Lopez / Glixel) "Chris Avellone's credits read like a recitation of the computer RPG canon: Fallout 2, Planescape: Torment, Icewind Dale. But talking to him, you get the feeling that the veteran writer and designer has only recently begun to reap the benefits of his profile."
My Mains: Ryu (Patrick Miller / Medium) "Hey, it’s Patrick. I’m trying out a short blog series about character design in competitive video games! Simple format — five things I like about a character, and one thing I’d like to fix. Check it out and let me know if it’s a thing you’d want to read more of! Also see: Pharah, Chipp, Thresh, and Athena. [SIMON'S NOTE: Patrick is an ex-Game Developer magazine EIC and fighting game scene guy who's now at Riot, and writes smart stuff!]"
The Video Game That Claims Everything Is Connected (Ian Bogost / The Atlantic) "I am Rocky Mountain elk. I somersault forward through the grass, toward a tower of some sort. Now I am that: Industrial Smoke Stack. I press another button and move a cursor to become Giant Sequoia. I zoom out again, and I am Rock Planet, small and gray. Soon I am Sun, and then I am Lenticular Galaxy. Things seem a little too ordinary, so I pull up a menu and transform my galaxy into a Woolly Mammoth. With another button I multiply them. I am mammoths, in the vacuum of space."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.
This week's highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more - enjoy!
- Simon, curator.]
-------------------
The Art of Fiction #6: Greg Kasavin (Sean Vanaman / Campo Santo Quarterly) "I met Greg Kasavin in the winter of 2010 over enchiladas at a Mexican restaurant in San Rafael, on my lunch break from Telltale Games. Greg had just quit his job as a producer at 2K Games to join his former Electronic Arts coworkers at Supergiant —then a handful of unknown developers in a suburban home in San Jose — as a writer on the 16-bit throwback action RPG Bastion."
Animators Roundtable: The Mass Effect: Andromeda pile-on (Various / AnimState / Gamasutra) "With so much attention being paid in the last week to the animation issues seen in the previews leading up to Bioware's next big release, Mass Effect: Andromeda, we thought it would be interesting to get a few experienced animators together to discuss the challenges animators face when dealing with these types of projects."
Legend of Zelda: Breath of the Wild - An Open World Adventure (Game Maker's Toolkit / YouTube) "So, The Legend of Zelda: Breath of the Wild is an open world game. In this video, I look at how Nintendo used and ignored different bits of open world design to make a game that's all about exploration and adventure."
How the Risky 'Horizon Zero Dawn' Transformed the Studio Behind 'Killzone' (Keith Andrew / Glixel) "After all these years of giving us great-looking games about shooting at space-Nazis, Guerrilla showed us what it was truly capable of: a hugely ambitious open-world role playing game that was not only critically lauded, but sold over 2.6 million copies in its first two weeks and provoked comparisons with greats like The Witcher 3."
From Indie to Fable & Back Again: 30 Years of "Wisdom" (Dene Carter / GDC/ YouTube) "In this GDC 2017 talk, industry veteran Dene Carter discusses his overarching lessons learned from 30 years of experience making games at all scales, and how these experiences can help indie developers aiming to create high quality games while staying sane."
BritSoft Focus: All 4 Games (Julian Benson / Kotaku UK) "Our BritSoft Focus series tends to look at UK developers, but every now and then we’ll also be shining the spotlight on UK publishers - particularly the unusual ones, as we did with PQube back in February. Channel 4 is one of these. Not because it’s a small outfit: Channel 4 is a giant public-service broadcasting company, mainly-funded by advertising but ultimately owned by the UK taxpayer."
How Breath of the Wild Fixes Zelda's Item Problem (Turbo Button / YouTube) "The Legend of Zelda is one of my favourite series, but despite the amazing heights it reaches, it's always had a problem of items being far too specific and rigid. Let's take a look at just how Breath of the Wild fixes that problem, and how it makes interactions in this huge world feel so much more natural."
Morphblade And Imbroglio: Making A Game To Test A Critique (Tom Francis / Pentedact) "I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. [SIMON'S NOTE: an interesting way to respond to a game - with another game!]"
Arcade to eSports: How Your Competitive Game Influences Player Culture and Values (Tom Cannon / GDC / YouTube) "In this 2017 GDC talk, EVO cofounder Tom Cannon examines how the format of the arcade influenced the competitive culture of fighting game players, and why this culture endures today."
7 works of interactive fiction that every developer should study (Stefanie Fogel / Gamasutra) "[Interactive fiction] is enjoying a bit of a resurgence today thanks to studios like Failbetter Games and Inkle. With that in mind, here are seven IF games that can still teach developers of any genre a lesson or two about narrative and design."
How escape rooms became the future of advertising (Bryan Bishop / The Verge) "The SXSW conference has a history of being home to some of the most elaborate marketing events imaginable. Whether it’s a chance to stay over at the Bates Motel, visit the restaurant from Breaking Bad, or see Kanye and Jay Z perform, it’s as much a part of the show as technology talks and movies. But this year, a new style of tie-in swept the festival: the escape room."
Traversal and the Problem With Walking Simulators (Thomas Grip / Frictional Games Blog) "To keep the player focused on the game's world is crucial to every game creator. During times of traversal this is even more important, at the same time as it's harder to achieve. So how do you keep your game interesting and avoid turning it into a walking simulator? [SIMON'S NOTE: Thomas is the designer of Amnesia and SOMA, which makes this particularly interesting.]"
When pigs flew: The strange history of Capcom's Big Bang Bar (Brian Crecente / Polygon) "I was working on a story about buying refurbed game machines and he was my source. After working through the particulars, Tuckey interrupted my wrap-up by asking if I wanted to hear a real story. The tale he told, heard from the friend of a collector, was about a fabled pinball machine, a dream machine that was never manufactured, its design thought lost forever."
Hoodiegate: What goes into making the yearly Remedy hoodie (Thomas Puha / Remedy / YouTube) "In 2016 Remedy embarked on a mission to create the ultimate hoodie in its 20 year history. Huge amount of research was poured into the project with several beta tests done in the wild. We documented all of this for you to see... [SIMON'S NOTE: this was from the end of last year, but only just saw it, and it's very cute/silly.]"
The Xbox One is struggling because video game exclusives still matter (Chaim Gartenberg / The Verge) "Perhaps the most revealing example of the power of exclusives is Microsoft’s Xbox One, the console that’s struggled to find its niche with first-party games. While Sony has recently offered a variety of games in a short window of time, and Nintendo has, well, Zelda, Microsoft hasn’t quite found its footing."
Chasing the First Arcade Easter Egg (Ed Fries) "It all started with a soon to be released project I am working on called “Fixing Gran Trak 10” about the first car racing arcade video game from 1974. I had completed the electrical repairs and was trying to interview as many people as possible who were involved with making the game. One of the interviews was with Ron Milner. Ron’s an interesting guy. He was an engineer and inventor at Atari’s secret think tank in the mountains – Cyan Engineering from 1973 to 1985."
Why Opening Loot Boxes Feels Like Christmas, According To Game Devs (Cecilia D'Anastasio / Kotaku) "Opening Overwatch loot boxes or Halo 5 REQ packs adds a special drama to a gaming session. The crate shakes. A jingle chimes. Lights peek out from the cracks. It swells with potential. Game developers make subtle design decisions that stoke the hope that keeps players opening mystery boxes, crates and packs. And not just on the stats side of things—just as important are the cosmetics of the experience."
Nioh: Talking with Samurai (Fumihiko Yasuda / GDC / YouTube) "In this 2017 GDC session, Koei Tecmo Games' Fumihiko Yasuda explains how and why the samurai-themed action game was released into a brief early access period, and goes through the key lessons learned from that exercise, the applications of collected data, the reception of the open communication with their fans, and implementation of the feedback gathered."
The Game Beat Weekly: Game reviewers face their own "crunch time" (Kyle Orland / Tinyletter) ""Eating a big steak dinner is great. Being forced to eat 30 steak dinners in the span of a week approaches torture." This is the best analogy I've heard for describing the "hardship" of reviewing an epic-length game on a tight embargo deadline (I think Ben Kuchera was the one to first mention this great saying to me, and it's definitely stuck). [SIMON'S NOTE: Kyle's newsletter hasn't published much of late but is def. worth subscribing to!]"
Hajime Tabata Reflects on the Transformation of Versus XIII to Final Fantasy XV (Jeremy Parish / USGamer) "Now that the dust has settled on Final Fantasy XV and its strong global sales appears to justify hopes for future chapters in the long-running RPG franchise rather than toll its death knell, producer Hajime Tabata can afford to look back and wax philosophical on the project."
A Brief History of Walking Simulators (Sidcourse / YouTube) "In this episode of the Sidcourse, we take a look at first person adventure games. Or as they're more commonly known; walking simulators. Walking simulators weren't as loved by the mainstream audience outside of the critics in the beginning. Over time, things have changed and as indie developers grow this genre of games, we can see them blurring the line between mechanics and narrative."
Interview with Matt Lees at GDC (Jessica Fisher / Gameosity) "During my visit to the Game Developers Confrence (GDC) I had a chance to sit down with Matt Lees of the popular board game site, Shut Up & Sit Down. We got to chatting about the conference, the board game industry, bears, and SU&SD’s Kickstarter for their Monikers expansion."
The Obsessive World of 'Zelda' Timeline Fanatics (Luke Winkie / Glixel) "One of Legend of Zelda superfan Michael Damiani's favorite discoveries is inside Hyrule Castle in the acclaimed 2002 GameCube title, The Legend of Zelda: Wind Waker. If you skip down the stairs below the altar that holds the Master Sword, you'll find several stained glass windows peering into a lonely, waterlogged basement."
'Fallout: New Vegas' Writer Chris Avellone: "Fantasy is Not My Happy Place" (Miguel Lopez / Glixel) "Chris Avellone's credits read like a recitation of the computer RPG canon: Fallout 2, Planescape: Torment, Icewind Dale. But talking to him, you get the feeling that the veteran writer and designer has only recently begun to reap the benefits of his profile."
My Mains: Ryu (Patrick Miller / Medium) "Hey, it’s Patrick. I’m trying out a short blog series about character design in competitive video games! Simple format — five things I like about a character, and one thing I’d like to fix. Check it out and let me know if it’s a thing you’d want to read more of! Also see: Pharah, Chipp, Thresh, and Athena. [SIMON'S NOTE: Patrick is an ex-Game Developer magazine EIC and fighting game scene guy who's now at Riot, and writes smart stuff!]"
The Video Game That Claims Everything Is Connected (Ian Bogost / The Atlantic) "I am Rocky Mountain elk. I somersault forward through the grass, toward a tower of some sort. Now I am that: Industrial Smoke Stack. I press another button and move a cursor to become Giant Sequoia. I zoom out again, and I am Rock Planet, small and gray. Soon I am Sun, and then I am Lenticular Galaxy. Things seem a little too ordinary, so I pull up a menu and transform my galaxy into a Woolly Mammoth. With another button I multiply them. I am mammoths, in the vacuum of space."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes