Sunday Supplement: “Can a videogame be like a poem?”

Kotaku AU

After a short E3-related interlude, the Sunday Supplement returns with its usual dose of links to great videogame writing. Enjoy!

Steven Poole: Poetry in motion? EDGE columnist Poole dispute’s the notion that Flower is a videogame poem, but still finds much merit in its focus and finesse.

Groping The Elephant: From out of the shadows CrashT explores how so many games fail to understand the power of stealth.

The Brainy Gamer: Teach me to play Michael Abbott looks at the differing methods of teaching games utilise in their tutorials.

GameSetWatch: Australian Larrikinism in Syphon Filter: Logan’s Shadow Daniel Johnson takes “a squiz at a game which features an Aussie bloke.”

Wired Game|Life: Q&A: Nintendo’s Shigeru Miyamoto on Mario, Zelda, Project Natal and More Chris Kohler chats with the always fascinating Nintendo legend. Awesome interview.

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May 24, 2009

Sunday Supplement: “Tough choices about booming and rushing”

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Today’s wrap of the best video game writing is an eclectic affair. We tread the Path; peel back the Façade; explore a ghost story; realise we’re all Doomed; and act like a turtle. Enjoy.

Fullbright: Single-A Games 2K Marin designer Steve Gaynor ruminates on the midpoint between the triple-A blockbuster game and the lo-fi indie darling.

GameSetWatch: ‘Homer In Silicon’: Sub-Façade The always-excellent Emily Short examines the many ways in which a game’s conversation system can be managed.

Rock, Paper, Shotgun: Touched By The Hand Of Mod: Dear Esther Brilliant piece on a very creepy Half-Life 2 mod I’d never heard of, but now very much want to play.

Gamasutra: Doomed to Invent Our Mistakes Designer Adam Saltsman on the lessons to be learned from replaying DOOM.

CrispyGamer: Turtle, Turtle, Turtle: RTSes for Basebodies Tom Chick lays down the golden rules for tower defence games.


May 17, 2009

Sunday Supplement: “Evil already has a visual language

Kotaku AU

Welcome to the Sunday Supplement, your weekly wrap of interesting games writing beyond the usual news, previews and reviews. Today we look at sexism, racism and… architecture!

Groping The Elephant: Playing the Sex card CrashT asks whether it’s okay to include overtly sexist mechanics and characters in a game.

BLDG BLOG: Evil Lair: On the Architecture of the Enemy in Videogame Worlds Jim Rossignol tackles the way designers use architecture to convey just how evil our in-game enemies really are.

Narrative Flood: To Be Continued… Richard Cobbett criticises games that don’t provide satisfying narrative closure.

Racialicious: Don’t Hate the Player, Hate the Game: the Racialization of Labor in World of Warcraft Racism is alive and well in attitudes towards gold farmers in the WOW community. Eurogamer: Retrospective: Pathologic Lewis Denby dissects a quite extraordinary Russian developed adventure.


May 10, 2009

Sunday Supplement: “Videogames are wish fulfillment power fantasies”

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Today’s round-up of the best games writing takes in three very famous game designers, one bonkers beat ‘em up and a critically marginalised genre.

Gamasutra: Peter Molyneux: The Essence of Interaction Great interview that reveals much about how the mind of one of the industry’s most famous designers works.

Designer Notes: Game Developer Column 5: Sid’s Rules Maxis designer Soren Johnson discusses the five rules he’s learned from working with another of our industry’s most famous designers, Sid Meier.

NowGamer: The Making of OutRun Our third famous designer, Yu Suzuki recounts to Retro Gamer magazine how he created a video game icon.

OffWorld: One More Go: God Hand, or why hardcore games ring my bell Margaret Robertson celebrates the sheer lunacy of Capcom’s cult classic brawler.

The Brainy Gamer: The sports game ghetto Michael Abbott questions why game critics don’t feel sports games are worthy of closer examination.


May 3, 2009

Sunday Supplement: “Videogames should be more violent, not less”

Welcome to the Sunday Supplement, a collection of five smart pieces of video game writing from the last week or so. Enjoy!

GameSetWatch: Forget ‘Games As Art’ — Try A New Approach Christian Nutt tackles the “games as art” debate and settles on some quite refreshing conclusions.

PopMatters: Like Movies – with Buttons And on a similar tip, LB Jeffries tackles the “games as movies” debate, dispelling many commonly held notions.

Crispy Gamer: Character: The Next Great Gaming Frontier? Chris Buecheler at the increasingly excellent Crispy Gamer wonders why characterisation trails well behind the technology curve.

Offworld: Ragdoll Metaphysics: JG Ballard, Boredom, And The Violent Promise Of Videogames Sunday Supplement favourite Jim Rossignol finds much that is relevant to games in the writing of the late JG Ballard.

The House Next Door: The Alligators Have Good Graphics: Beginning Game Criticism, Vol. 1 Film critic Logan Crowell delivers an exceptionally insightful outsider’s perspective on how game criticism needs to find its own path.


April 26, 2009

Sunday Supplement: “Level design is communication”

Kotaku AU

Welcome to the Sunday Supplement, your Sunday-ly wrap of some of the best games writing of the last week or so.

GameSetWatch: ‘Diamond in the Rough’: Forget ‘Combat Mode Engaged’ Combat maybe our primary mode of game interaction, but Tom Cross looks at how other systems can just as successfully engage the player.

Offworld: Ragdoll Metaphysics: Cloud Gaming Is The Nebulous Shape Of Ubiquitous Gaming Jim Rossignol examines the potential ramifications of OnLive and its fellow could computing gaming solutions.

Fullbright: Reorienteering: spatial organization in BioShock 2K Marin’s Steve Gaynor reveals a few secrets of BioShock’s level design.

Resolution: A Thousand Deaths Is A Statistic Lewis Denby examines the real meaning of death (and murder) in games.

Groping The Elephant: Contextual Specification – Example 1 Oh, and yes, here’s your obligatory Far Cry 2 related essay…


April 19, 2009

Sunday Supplement: “I’ve been killing Nazis since I was old enough to crawl!”

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April 12, 2009

Sunday Supplement: “Merging the electronic and the edible”

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March 29, 2009

Sunday Supplement: “Wear Silly Hats”

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March 22, 2009

Sunday Supplement: “The world seems to have collective amnesia”

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