Ludology

What Defines The Player-Character?

2:00AM September 7, 2010 | Kate Finegan

“The world lies on the brink of destruction. Only a select few may be able to save it.” More »


In Defence Of The Cut-Scene

1:30PM July 1, 2010 | Adam Barenblat

A lot can (and has) been argued against the use of cut-scenes in games. They are broadly seen as an archaic film mechanic that stumbled into gaming convention in an age when games were too young and naïve to put forward any other alternative. More »


Tension Keeps Video Games Interesting

4:00AM May 28, 2010 | K. Douglas Ferguson

At present, the word “tension” is almost exclusively considered negative.   More »


Game Design As Make-Believe: Depiction Vs Narration

5:40AM May 27, 2010 | Chris Bateman

Based upon part six of the Mimesis as Make-Believe serial. More »


Game Design As Make-Believe: Participation

1:20AM May 20, 2010 | Chris Bateman

Based upon part five of the Mimesis as Make-Believe serial. See part four here. More »


The Importance Of Writing

1:00AM May 19, 2010 | K. Douglas Ferguson

Game Design As Make-Believe: Fictional Worlds

10:00AM May 14, 2010 | Chris Bateman

Based upon part four of the Mimesis as Make-Believe serial. More »


In Real Life

Roger Ebert Asks A Good Question

3:00AM April 18, 2010 | Owen Good

The Chicago Sun-Times film critic has finally revisited his old contention that games can never be art, to defend it “in principle,” and to dispute about that which cannot be disputed. More »


The Real Video Game Danger: They’re Too Safe?

8:00AM August 8, 2009 | Brian Crecente

The summers of my childhood were marked with scars. Good scars, not bad ones. More »


In Real Life

You (Sorta) Owe Dead Space To Aristotle

11:20AM June 26, 2009 | AJ Glasser

Some deep reading over on Gamasutra on game design and narrative (courtesy of Company of Heroes narrative designer Stephen Dinehart) could be my next graduate school adventure. More »