Meet Susan Gold, Founder of Global Game Jam – the world’s largest hackathon focused on game development.

19
05

2013
07:53

Game Careers recently had the chance to speak with Susan Gold, professor of game design at Full Sail University and president of the Global Game Jam. Susan joined the faculty of Full Sail University’s Graduate in 2009, after founding the annual Global Game Jam, an experiment in creativity and innovation in game development. With more than 16,000 game developers participating in 2013, Susan is the developer of the world’s largest collaborative interactive video game development event. Susan’s frequent conference talks and consistent outreach efforts has extended the Global Game Jam to over 58 countries, effectively changing the course of game development around the world.

Susan served as the chairperson of the IGDA Education SIG from 2006-2010, and continues to develop tools and resources for educator professional development. Susan orchestrated the Education Summit at GDC from 2006-2010, the Anigames Expo in Bogota, Colombia from 2010-2012, the Federal Games Working Group Summit at Games for Change in 2012, and is helping to organize the 2013 DigiWorld Conference in France. Susan has been consulting with the U.S. Office of Science &Technology Policy with projects like Apps for Healthy Kids, the STEM education initiative and now, the Federal Working Group in Games. Susan got her start and organizational skills as a community activist in Chicago.

In Susan’s exclusive interview with David Smith of Game Careers, she talks about how game developers can benefit from the innovative collaboration at the Global Games Jam: “Being part of your community is so important. Knowing the people that you want to work with in the future, or just having an opportunity to learn from those people. You have a bigger mentorship happening at that time, at the game jam. But more importantly, it’s the relationships you make, the network you create for yourself, as well as the ability to take that game and show other people what you have done. Without a game, you can’t get a job.” Watch the full interview with Susan that follows:

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Latest interview on Game Careers “Thought Leaders” series features Alex Hutchinson from Ubisoft

07
05

2013
06:37

Game Careers recently spoke with Ubisoft’s Alex Hutchinson at GDC in San Francisco, where he spoke on an Assassin’s Creed III panel, covering project collaboration. Alex is currently the creative director on Assassin’s Creed III at Ubisoft Montreal.  Previously, he was creative director at EA Montreal on Army of Two: The 40th Day. Alex was also at Maxis in California, where he was the lead designer on Spore (PC), The Sims 2 (PS2, GC, XB), and co-lead designer on The Urbz: Sims in the City (PS2, GC, XB). He has written on games for magazines such as Edge, Games(tm), PC Zone, PlayNation, and The Official PS2 Magazine, among others. Alex has spoken on games at DICE in Las Vegas, GDC in San Francisco, E3 in Los Angeles and the Games Convention in Leipzig, Germany.

In Alex’s exclusive interview with Game Careers, he recommends Montreal as a place to work in games, plus offers this career advice: “If you’re just starting out, I could not overestimate the boon of having an understanding of engineering. If you can code as a designer, this is a huge plus, something that is getting more and important, especially if you’re interested in both the AAA, large development studios and more independent, smaller-scale studios. The more things you can do, the better!”

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GameCareers presents “Thought Leaders,” a video series featuring interviews with top game industry professionals!

01
05

2013
00:17

Richard Rouse, Senior Game Designer, Microsoft Game Studios

GameCareers was fortunate to catch up with Richard Rouse at GDC in San Francisco, where he was presenting his latest session on game design. Richard is a game designer and writer at Microsoft Game Studios, working on an unannounced project. Previously, he was narrative director on the Rainbow 6 franchise at Ubisoft Montreal. During a stint as Director of Game Design at Midway, he consulted on a wide range of titles, including Stranglehold and Wheelman.

Richard was studio creative director at Surreal Software and served as project lead, lead designer, and writer on the hit action/horror title, The Suffering, and its sequel, The Suffering: Ties That Bind. He has also contributed to Homefront and Drakan: The Ancients’ Gates. Known for his writing and lectures about game design and interactive storytelling, Richard wrote the book, “Game Design: Theory & Practice,” one of the most popular books on the subject.

In Richard’s exclusive interview with GameCareers, he provides insight on breaking into the world of Microsoft Game Studios: “Microsoft has a culture of wanting to get new talent in, straight out of college when possible. We also value experienced people who have worked in a number of different places and can really work with our partners, bringing lot of their own experience to the table to make games great.”

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Dr Richard Wilson CEO of UK games trade association TIGA gives advice to Game Careers

16
04

2013
13:07

Richard Wilson, Chief Executive of TIGA talked to David Smith of Interactive Selection and Game Careers at Develop in Brighton. His advice for people thinking of getting in to the games industry:

” I have two main pieces of advice for people wanting to get into the games industry, the first being get yourself a good set of qualifications — the UK games industry is highly skilled and fully of highly trained, creative people so start by getting a good education behind you. The lovely thing about the games industry is that it combines art and design on one hand and the scientific, mathematical side on the other and bringing those two sets of skills together is really the essence of games development. Anyone wanting to get into the games industry would need to be an expert in one of these two fields. The other key part of getting into the industry is having an absolute passion for the sector — You not only have to have the skill set but you also need commitment, passion and enthusiasm to get into a games company. To get into the industry you really need to identify the company or more so the genre you want to work in, do the background research and then demonstrate your passion and your skills.”

Watch the full interview in the video that follows:

 

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GameCareers.biz will be GDC in San Francisco 26-29 March to interview game industry leaders

11
03

2013
21:02

GDC 2013Will you be at Game Developer Conference in San Francisco this year? It is not long now. Can Game Careers interview you in San Francisco for this leading career site?  Join the likes of David Helgasson (CEO, Unity), Dan Pinchbeck (Creative Director, thechineseroom), Dave Ranyard (Studio Director, SCEE), Nils Holger-Henning (CCO, Bigpoint), Ana Kronschnabl (CEO, Fluffylogic), James Brooksby (CEO, doublesix), and 100 other senior game pros over the last 3 years who have already spoken about their career and how to get a job either at their companies or in the industry generally.

GameCareers.BIZ is a popular news site that has 30,000 visitors a month looking for information about careers in the games industry. The interview is on camera and should take no longer than 10 minutes of your time. This is PR opportunity and a chance to give back to those that have still to join our industry in the future. Please say that you are available for an interview?  Contact David Smith or Fiona Cherbak from Interactive Selection if you are interested. We have a conference room at the Hotel Bijou, about 4 blocks from the Moscone.

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Dan Pinchbeck, creative designer for thechineseroom game studio advises on jobs with indie studios

23
01

2013
03:35

We met up with Dan Pinchbeck, creative designer for thechineseroom game studios back at the Develop conference. Dan joined Portsmouth University in 2003. He has a background in Drama, but he has worked in media, digital and technological arts practice using emergent technologies. His research is the significance of narrative within Computer Games, and on the effective archiving of computer games. He is also the Creative Director within thechineseroom independent development team.

Dan’s advice for getting a job at an indie studio: “There are three things that can help you get a job with an indie games studio, the first is being your portfolio. Your portfolio is hugely important, more than anything else and shouldn’t just include assets and the things you have built but also games you have been involved with. If you have been involved in any project that has gone through to completion that is worth twice of anything else in your portfolio.  I always suggest that people try and get involved as much as they can, even if it is  a free project, anything that is completed and released will look really good on your portfolio.  The next thing is cold calling – don’t be afraid to cold call! – many of the staff we have employed we have done so because they emailed us telling us how good they are.  If you are the kind of person to push yourself and put yourself out there then you are the type of person we want because you are going to apply that attitude to our company and in turn you are going to help us make better games.

The Indie games  community is great because everybody is very approachable and will give you good advice, however if you really struggle to find work with a studio – start your own, get some people together and make a game!”

Watch the full interview in the video that follows:

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Spotlight:This Year In Video Game Blogging 2012

12
01

2013
13:04

As 2012 comes to a close and we look forward to 2013, we at Critical Distance look back at all the great writing from this year. We dug deep through the 1080 links from all the 2012 entries of TWIVGB, narrowing it down before also checking the 150 additional articles you, the readers, submitted to us for consideration. From there we did our best to create a list of the most memorable, most important and most representative writings of 2012. Critical Distance is proud to present This Year in Video Game Blogging.

Publications

In the past this category has been called “print,” but the world has changed in that time and things that would have been traditionally published have in some cases moved into digital representations of the same. Not in every case, but we honor both here.

One of the most talked about critical efforts this year, Brendan Keogh’s ebook Killing is Harmless: A Critical Reading of Spec Ops: The Line is a massive achievement for game criticism.

The book has received its own share of in-depth responses as people weighed in on its take of the game. Both Cameron Kunzelman and Darius Kazemi offered up their reviews of the book.

Another end of year project is the inaugural issue of  Five Out of Ten magazine. It features the stellar work of Bill Coberly, Brendan Keogh, Lana Polansky and our own Kris Ligman and Alan Williamson. The magazine, for which Alan serves as founder and editor, is set to be put out bimonthly.

Meanwhile, print publications are still hanging in there, as Anna Anthropy (aka Auntie Pixelante) proved with her developer call to arms Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreams, Dropouts, Queers, Housewives and People Like You Are Taking Back a Art Form.

Critical Video Game Blogging

Every year the majority of the talking is about the games themselves, ranging from looking at the title as a whole, to one particular aspect of it, or to connecting it to the greater trends and themes of the medium. This goes for both games of this year and games of old.

By far the most talked about game of the year was That Game Company’s Journey. Ian Bogost for the Atlantic looked at the studio’s evolution as a creator entity in “A Portrait of the Artist as a Game Studio.”

Michael “brainygamer” Abbott contends Journey is not another retelling of the ‘hero’s journey’, but connects it to the sapta bodhyanga of Buddhist Enlightenment.

Robert Yang writes that Dishonored fails as an immersive sim during its tutorial as it closes off possibilities to learn mechanics.

Tami Baribeau of The Border House says that the portrayal of women in Dishonored flits back and forth between tired stereotype and commentary on a sexist society.

Where many others found a disgusting brutality in Max Payne 3 towards foreigners, Fernando Cordeiro found a certain catharsis in shooting his countrymen with regards to his lifelong frustration with the mindset of Brazil.

The Extra Credits crew uses Max Payne 3 as an example of Hard Boiled in games and how the industry has confused it as mature.

At Unwinnable, Jamie Dalzell detailed his experience in the Arma II mod Day Z through a four-part first person account.

Drew Dixon at Game Church grapples with his faith in humanity after his time in the land where society had been torn asunder.

Chris Bateman looks at The Thin Play of Dear Esther and breaks down the excuses made to delegitimize Dear Esther as a game.

At Medium Difficulty, Miguel Penabella writes “An Ode to Stanley & Esther” and to the concept of a game delivered through only walking and existing in an environment.

As part of his A Sum of Parts feature on Gameranx, Brendan Keogh looks closely at Binary Domain in how it creates and represents the other and on the concept of posthuman humans.

Maddy Myers writes about the American narrative towards violence and masculinity and how it relates to Hotline Miami for the Boston Phoenix. This reading was done in the wake of, and touches on, the school shooting in Newtown, Connecticut.

Patricia Hernandez wrote one of the best personal pieces of the year as she explores how Fallout 2 disillusioned her of the American Dream and shaped her life against the more traditional family ideology she grew up in.

Christian Donlan sat down with his father who was a member of the LAPD in the 1940s to see what reaction L.A. Noire would elicit. What he got was a unique method of traveling down memory lane.

Mattie Brice uses Persona 4’s Naoto to look at gender identity, its presentation and the world’s treatment of trans people in the game and in her own experience.

To David Carlton, Super Hexagon is less of a game and is more akin to learning a language.

Tevis Thompson says that Zelda has been going downhill since the original and he wants to save the franchise.

Alex Curelea explains “Why Diablo 3 is less addictive than Diablo 2.” He explains that the missing reward loop is to account for the real money auction house, but it kills the quality of the game.

Robert Rath, in his column Critical Intel at The Escapist, looks at how drone warfare is represented in three very different 2012 releases: Spec Op: The Line, Call of Duty: Black Ops II and Unmanned.

Helen Lewis gave John Brindle the floor at her column at the New Statesman to explain how text-based games are examining war in ways that traditional games either choose not to or simply can’t.

Jordan Rivas explains how Splinter Cell is the true post-9/11 game for him and his brother. The word has changed in the decade since and so has the series.

Our own Kris Ligman calls Analogue: A Hate Story a work of scholarship in the guise of an interactive experience.

Kate Cox looks back to Dragon Age II and says the mistake so many others have made about it is to look at it through the lens of the hero’s journey when it is more akin to a Shakespearian tragedy.

Drew Dixon chastises a number of reviews who still evaluate Papo & Yo through the traditional lens of challenge and fun instead of the artistic merits on which the game is working.

Eric Swain at his PopMatters column wrote a number of pieces on Driver: San Francisco, starting with “Magical Realism as a Game Mechanic.”

Destructoid’s Jim Sterling thinks there is more to the gender politics of Lollipop Chainsaw than is immediately apparent due to the treatment of Julia Starling’s boyfriend and how it ends up flipping the script on otherwise tired clichés.

Joel Goodwin of Electron Dance, started off the year by looking in depth at 2011’s indie marvel Cart Life.

Anjin Anhut of How Not To Suck At Game Design compares Bioshock and Spec Ops: The Line in “A Man Chooses A Slave Obeys – from Rapture to Dubai.”

Taylor Clark wrote an expose on the creator of Braid and the upcoming The Witness, Jonathan Blow, for The Atlantic. He called Blow “The Most Dangerous Gamer.”

Sam Machkovech explores Fez as the real extension of Phil Fish in lieu of the “idiosyncratic crazy-man, played up for entertainment’s sake” that Indie Game: The Movie presented him as.

Matthew Weise saw a decline of anti-American sentiment in the Metal Gear franchise.

Space-Biff! has an index of in depth writing on Metro 2033 by Daniel Thurot.

The International House of Mojo has a fairly deep retrospective on the LucasArts masterpiece Grim Fandango.

Pat Holleman of The Game Design Forum reverse engineered the design of Final Fantasy 6.

Finally, this year has been so jam packed full of game from every strata and of every description. There would be almost no way to cover them all. Sparky Clarkson came close as he enlisted 12 critics to help him out in explaining the greatness of as many 2012 releases in alphabetical order as possible.

Theory Blogging

While many focused on specific games, other pieces looked as concepts themselves. They looked to what games are, how we criticism them and how we view them as a culture.

Games as art is the debate that will never die. But Jimmy Brindle of the Brindle Brothers has put their unique stamp on it by saying what art really is: a flaccid penis.

Sophie Houlden likewise undermined the entire question by flipping it and asked “Can Art be Games?

Shifting gears to criticism itself, Jonathan McCalmont says that we live in a post-critic world where such gatekeepers of culture are useless. Instead the art world has turned towards curation and perhaps game critics should as well.

Richard Clark looks the difference between reading something into a text and getting something out of a text and how that relates to criticism of video games.

The jury is still out on the “proper” way to write about games and I think this is the way it’s supposed to be – there is no agreed-upon method for movie or music criticism. As games writing matures, it will become broader, more varied and more confident.

What game writing needs isn’t less personal writing, but more voices, more brutal honesty and more grappling with diverging viewpoints and perspectives. More than anything, we need a community of writers who are open to second-guessing themselves, in their writing and otherwise.

L. Rhodes at Culture Ramp, conducted a series of interviews on video game journalism and criticism that he called The Ludorenaissance.

Katlin Tremblay laid down the 101 on gender criticism for gamers at Medium Difficulty.

Design Blogging

While many focused on specific game, others looked towards design itself. Some looked at aspects of games while others looked at the purpose and nature of design itself.

Robert Yang turned his No Show Conference talk into a 3-part essay for Rocks Paper Shotgun, collected here, called “A People’s history of the FPS.”

Andrew High went in depth on what he sees as the next great barrier for video game creation, the proper use of audio with detailed descriptions and many examples of music and mixes.

Jonas Kyratezes says what he aims for in his design is grace.

We say games are art, but do we mean it? We certainly don’t behave like it. A comparison with other art forms immediately highlights the difference. No-one sells a book with a feature list. Not even blockbuster movies, the most commercial of all film types, are sold as if they were haircare products or power tools. Only games are.

In response to the Jennifer Hepler debacle, Tom Auxier comes to her and others’ defense by explaining, “Why some game developers shouldn’t like games.”

Culture Blogging

Gaming is more than just code or artifacts. It’s a culture. And any art form is only as good as the culture that surrounds it. I can only hope that these are the signs that things are getting better. Art affects people. People affect people. To understand games as a whole, one must look at the people as well.

I had things organized by general subject and put related things together. But given the nature of some of links I had to switch things around for the sake of this: Trigger Warning for Rape, Harassment, Shaming, Death Threats and all the bile that goes along with them. I’ll post when this section ends.

Anita Sarkeesian was the target of one of the vilest campaigns of targeted harassment ever. Here she details the image-based and other visual based harassment to shed light on what was going on.

The R Word” by Anonymous is the autobiography of one victim’s struggle and the burden it has place on their life. This was to show the debate on rape’s use wasn’t about offense it was always about harm.

I put this here to defer to Brendan Keogh’s own trigger warning. He describes to those who still don’t get it what Rape Culture is. As other commentators have said, including Brendan, he wouldn’t have been listened to or gotten such a tepid reaction if he was a woman.

( END TRIGGER WARNING SECTION. )

Katherine Cross wrote “Game Changer” for Bitch Magazine listing down the biggest of sexism clusterfucks of the year.

Our own Katie Williams details her experience with a PR rep at E3 and her desire to simply be allowed to play and do her job.

Maddy Myers waded into the Boston fighting game scene to learn and improve and found a bastion of sexism and unwelcoming atmosphere at every turn.

Cara Ellison repurposes Ginsberg’s poem Hadda Be Playing on the Jukebox into Romero’s Wives.

Sometimes sexism is so ingrained that you bring it to bear against yourself as Jenn Frank describes in her piece for Unwinnable “I was a Teenage Sexist.”

Patricia Hernandez fell into the same trap during a match of Gears of War where she uttered three words so common to multiplayer gaming, but offered her no solace against her opponent.

Lara Croft was an important figure to Cara Ellison, as she explains how the recent treatment of the character makes her feel in a male dominated culture.

J.F. Sargent describes how certain video game designs turn bigotry into a form of play by teaching the systems and ideas of oppression and reinforcing the status quo.

Author John Scalzi created the best metaphor of how sexism, racism and all the other -isms affect how one lives in the world. The straight white male is the lowest difficulty setting in life.

W, a solider now working with a PMC, wrote a guest piece on the type of person that exists as a solider in a modern warzone: a sociopath, himself.

Patricia Hernandez, writing for Gameranx, talks about how shooters now perpetuate war as the new normal in our lives. A never ending conflict that happens somewhere else to someone else. “War is routine, war is spectacle, war is sanitized, was is surveillance.”

Bill Coberly looks at what games are actually teaching their players about guns by how they are portrayed.

Steve Boone wrote two pieces in response to the violence smorgasbord that is E3, in particular The Last of Us and the modern war shooter genre.

Lucy Kellaway at the Financial Times was asked to participate in the GameCity prize, specifically because she was an outsider. She details her experience and thoughts with the games nominated.

Our own Alan Williamson, wrote for the New Statesman that we shouldn’t dismiss non-gamer voices when they talk about games and begin critically examining their place in our culture.

Jonas Kyratzes looks at what the 0 barrier to entry for Steam Greenlight means for a struggling indie developer.

John Brindle explores the elitism of gaming and how gamers are like the posh twits looking separate themselves from the plebes.

Also at Nightmare Mode, Porpentine goes to epic lengths to explain the Twine revolution and how it relates to capitalism, how it can be used and a short expose on the hacks to create with it.

Robert Rath has a two part examination of the conflict minerals in nearly all of our electronic devices and the awful conditions in which they are mined and shipped from the Eastern Congo and what the west can and is doing about it.

Miscellaneous Blogging

Then there is the stuff off the beaten path that doesn’t really fit anywhere else.

Two years ago, Brendan Keogh started a Minecraft blog where he would play a nomad and always travel Towards Dawn. That journey ended this year after two in-game months and several updates.

Rainer Sigl wrote a piece entitled “The Art of in-game Photography” on just that. In addition, he wrote “Confessions of a Videogame Tourist” where games offer a substitute for real travel.

Richard Clark helped President Obama get over a tough time this year by playing some games with him.

Rob Zacny published on Polygon a long expose on the management failure Kaos Studios for the dead on arrival Homefront.

Cara Ellison wrote a love letter to the games that she will never finish due to the connection they have to her life.

A Picture is Worth A Thousand Words

For all the digital and real ink spilled on games and issues trying to describe the complexity of the problems or bring truth to light. Sometimes a single image can do what a dozen articles could not:

Doritogate

And

E3 Booth Babes

Blogger of the Year

And now a brief interjection by our Senior Editor, Kris Ligman:

It’s been customary for those of us at Critical Distance to name one or more authors as the breakout blogger of the year. For the first time, we’ve elected to make this custom an official part of our end-of-the-year roundup.

In the past, the honor of “best writer” has gone to such stellar talents as Kirk Hamilton, Kate Cox and L.B. Jeffries. These breakout names went from standing near the periphery of our reading of games writing to taking center stage in the critical discussion, and each year, they help raise the discourse to new heights.

This year, we are proud to name Brendan Keogh our Blogger of the Year.

Brendan, as should be evidenced by the inclusion of his book and many articles peppered throughout this roundup, has proven himself to be a prolific, evocative writer with a lot to say and the means to say it. We salute you, Brendan, and look forward to your future work.

Should Old Acquaintance Be Forgot

This year has been fruitful. Games writing has never been better with a higher quantity and quality of work than ever before. So much happened and came out this year beyond the messy confines of this round up that we could not hope to contain the whole zeitgeist. Going through the TWIVGBs of this year reminded me of so much has happened that some felt like it was different era. So much has changed and we at Critical Distance hope for a bright future as we march forward. A big thank you to all those who emailed us suggestions and to all my colleagues at Critical Distance.

Next weekend we are back to our usual routine. So please continue to send your suggestions for TWIVGB to our email or our twitter. From all of us here at Critical Distance, have yourselves a Happy New Year.


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Video Game Funding And How To Get It

03
11

2012
03:53

Following on from last months Eurogamer Expo, our coverage continues with regards to careers in games advice. Today, GamesIndustry have posted a video shot from the expo in which they discuss the alternative routes to getting video game projects funded and the best way to pitch projects to potential supporters. Introduced by GamesIndustry International‘s very own Matt Martin, the panel features John Vaskis from IndieGoGo, PLA Studio’s Tom Page, Tom Zeissen of The Wellcome Trust and Games Invest’s Jamie Sefton.

The video can be found here

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Game of the Year? Dead Island Thoughts

28
10

2012
08:59

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Dead Island Releases Dubious Game of the Year Edition To Muffled Groans

Zombies. How many must we slay to save the world?

Unfortunately, Dead Island brought us a tropical island full of them, and if my multiple-rental of the title is any indication, putting zombies in paradise is not any substitute for fresh ideas. It’s not like Dead Island isn’t devoid of innovation. There’s a strong emphasis on melee combat, and some of the environments are really quite impressive. Open-world GTA gameplay is fun, the use of non-zombie opponents is introduced flawlessly, and there are a variety of zombies to provide you with some challenge, although they’re not as distinctive as Left 4 Dead’s. You can build and customize your own weapons, kind of like the homebrew weapons in Fallout 3… oh, there I go again, mentioning superior games in the same breath as Dead Island. Sorry.

Things Not to Dev on Your Zombie Vacation

I think a lot of my frustration with Dead Island comes from seeing the potential wasted here. The camera is janky, and there’s a common bug that destroys your weapons when you’re crafting at a workbench. Worst of all, in my opinion, is that when the game should really shine — when the combat gets tricky and zombies are piling up around you like flies around flank steak — this videogame gets balky and petty. There’s a stun effect, for example, that knocks you down when you need it least (although it does usually refrain from piling on during recovery). The auto-arm function will have you swigging booze instead of swinging death if you’re not careful. When compared with the combat in Just Cause 2, another title from the same developer, Dead Island just feels broken.

And there’s that fundamental flaw of a FPS that focuses on melee combat: It’s very difficult to judge melee weapon targeting and range. Hate it, hate it, hate it. Dead Island actually makes this even trickier by mixing up the strike area for weapons because your avatar is sometimes swinging it left and then right. Realism wins, gameplay loses.

P.S. Game Writers Are Cheap

And, you guessed it, this title is badly in need of a game writer. Individual quests rarely transcend the “FedEx” errandboy task. You’ll quickly tire of ferrying miscellaneous trinkets and killing off various spawn groups for rote rewards from uninterested and non-interactive NPCs who turn back into animated shrubbery as soon as you finish the task. The overall story arc is so slight as to be invisible: you’re somebody who wants to get off the island. Huh. When compared with the warring factions of Fallout 3 or the tightly-scripted, unique team-based missions of Left 4 Dead, you can see why it’s a pale star in the firmament.

I love what some people are saying about the game: that it failed to deliver the “emotional experience” promised in the trailers. How is it that, time after time, game studios fail to invest a little bit of time into structuring a game that packs a bit of storyline punch? Not that it would’ve been possible to do so without structural support, mind you. A bit more dialogue or a dozen more cutscenes, tacked on at the end of dev, is not sufficient. But if those cutscenes and a few missions were intelligently structured before production, well… I’d venture to say it could be done. In fact, I’ll go out on a limb and say that this game could’ve packed that emotional punch with the same amount of developmental time and effort if it had been a priority from day one.

Sadly, that wasn’t the case.

P.S. Dead Island won their Game of the Year from Gamecritics.com, in a year that also featured Deux Ex: Human Revolution, Portal 2, and Skyrim. And they only gave out one GOTY award. Hmmm.

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A Game Study and a Game Writer Question

12
10

2012
22:48

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Videogames have endured a lot of scrutiny in recent years. Games cause antisocial behavior. Games cause psychosis. Games cause incontinence!

We have some good news on the public relations front, game writing aficionados. Word from The Atlantic is that games, especially games with a physical aspect, might be an antioxidant of sorts for aging minds.

“But the benefits may extend beyond just fun and games — studies are also showing that these exergames — video games that encourage physical activity — are also proving to help with depression, sense of place and relevancy.”

So as we head into the holiday season, folks, be kind to your loved ones. Don’t bring a fruitcake home on your vacation — take your Wii, Kinect, or Playstation Move instead.

Hi! I’m not sure if you answer questions – but I’m not sure where to go. Is it okay to go back and forth between 2nd person (you/your) and 3rd person (each player) when writing a manual? I am trying to edit a manual for a friend and I have no idea. Thank you. – AlishaWe also received a game manual writing question recently and decided it might be worthwhile to share it so you can see an example of a challenge you might face if you were writing game documentation:

Here is the core of our response:

I am fairly certain this is fine. Game manuals are very utilitarian documents. The alternatives (“you and your coplayer”, “you and Player 2″, “you and your buddy”) are usually distracting and awkward.

Thanks, Alisha… we hope to see your trading card/board game on the market soon!

 

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