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.
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.
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…
Another Sunday, another roundup of the best bits of games-related writing of the past week or so. This time we explore the surreal, mourn the passing of an MMO and streak through the streets of Stilwater.
Welcome to the Sunday Supplement, your guide to some of most interesting games writing, blogging, chatting and thinking I’ve stumbled upon over the last week. Today we delve into old games, horror games, war games and reviewing games.