Tagged With darkwood


There’s a (mostly) unspoken axiom among players and designers that a video game avatar should fit the player like a tailor-made glove fits the hand. The ideal avatar, this theory holds, is an extension of ourselves; an attractive and comfy container that invites us to step inside. Any friction that makes us aware of our avatar’s otherness is nothing but bad design.


Game developers have been trying to figure out how to paddle their way through pirate-infested waters for decades. DRM, "glitches" designed to thwart pirates, and more DRM have done little to stem the tide.

Seeing this, a handful of developers took less combative approaches, putting their games on sites like the Pirate's Bay themselves. Months (or in some cases, years) later, they say it was a worthwhile experiment, even if it didn't improve their sales all that much.


Rarely, if ever, do we think about the mental state of the creator/s and how the design and building of a game impacted them. We take it for granted, perhaps, that their sole purpose in creation is to provide something that affects us.