I’m still thinking about willpower from my last article, and while it’s true that ‘stick-to-it-iveness’ (as my Grandma used to call it) is an important skill, it also really helps to know when to bail. Oddly, even though the desire to give up comes pretty naturally, deciding when you should actually do it doesn’t seem to. Watching the things that have made me and the people I care about unhappy in our lives over the years, I feel like learning how and when to walk away can’t be overrated. Continue reading…
At Radiator Design Blog, Robert Yang writes about the indie game Flappy Bird and the harassment of its designer, Dong Ngyuen. “I suspect that if Nguyen were a white American, this would’ve been the story of a scrappy indie who managed to best Zynga with his loving homage to Nintendo’s apparent patent on green pixel […]
At Gamasutra, Game Developer David Gallant writes about how the indie game developer community can do better. “Shaking up the status quo invites anger as you threaten the privilege you share with your privileged peers. But in our fear, we are politely allowing our communities to be less. We are letting them exclude the differences […]
The Atlantic profiles Spectral Motion, creators of monsters, “effects, and other mechanical grotesqueries that have since become household nightmares, if not names.”
“1987 was a remarkable year for manga adaptations. Not remarkable in volume—manga adaptations were nothing special in themselves—but for the commonalities that emerged. This year, we would find anime reaching for a measure of subtlety.” More at The Golden Ani-Versary of Anime.
The Gutter’s own Founding Editor, Jim Munroe talks about creating an alternate reality game based on Ray Bradbury’s Fahrenheit 451 for the Toronto Public Library.
“As nice as it must be to be that [18-25 year old male] demographic—when you’ve got everyone banging on your door, trying to court you, it must be very pleasant—what’s it like for someone who isn’t in that demographic? We know they play our games. We can see that they do. OK, there’s support for […]
Production Designer Ray Cusick has died. Cusick is most famous for creating Doctor Who’s nemeses, The Daleks, but he also worked on Agatha Christie’s Miss Marple (1985 & 1987), Cold Comfort Farm (1968) and The Tenant of Wildfell Hall (1975). The BBC reports on his death and the creation of the Daleks here and here.
“I’m a woman, I’m a consumer and I actually like my first time playing a genre games to include a character option that can destroy my opponents rather than something adorable. I also like to be marketed to. Can this happen? I’m hoping so and I’m looking forward to it.” More, including many excellent links, […]
7 Japanese women responsible for “some of the greatest games ever to ever grace the store shelves.”
Started by found CG Edtitor Jim Munroe and Mare Sheppard, The Difference Engine Initiative aims to diversify what kinds of games are made by offering gamemaking incubators for underrepresented groups in the game industry. As part of this, the Hand Eye Society will be running 2 game incubators for women in Toronto and the first […]
“Maybe it’s too bad that a game with such a strong visual imagination is entirely about kicking people in the face. But violence is your compass. You’d be lost without it.” It’s only been a few weeks since Duncan has stopped writing his fine, thoughtful pieces on games, but I miss them. Go read Hit […]
Who wants to play Velociraptor Offroad Safari or Minotaur China Shop or Blush, where players are neon attack squids? I do. Gamasutra interviews indie game designers, Flashbang. (via Make It Big)
Infinite Lives’ Darren Zenko is given to understand that “the crack-like qualities of the Bejeweled experience were no accident, but rather the result of the kind of nefarious mind-control alchemy normally attributed in science-fiction thrillers to shadowy organizations bent on world domination.”
“Chris Ware Can Show Video Games the Path to Manhood.” There’s extensive quotation but there’s also thoughts, and a link to more thoughts, about games pubescing. Maybe when they’re all grown up, they’ll realize some of them aren’t men. (via Fantagraphics)
Origin Museum director, Joe Garrity, writes the Artful Gamer about building Richard “Lord British” Garriott an Ultima reagent box: “The Reagent Box ended up to be a 2-year effort in finding the individual reagents and binding each to a velvet base with brass wire, presenting them with a 19th-century-scientific look.”
The book Understanding Comics, published in 1993, was comic writer and artist Scott McCloud’s attempt to deconstruct, demystify, and lay out the magic of the sequential art form. Written in the form of a comic itself, it was one mechanism by which comics rose from the shadows of culture to become a more accepted art […]
20 years ago, his job was demolition. Now Godzilla’s a web designer in Portland. This is his story. Or at least the first episode. (Thanks, Flusty!)
When a writer puts a story down on paper, one version of all possible outcomes becomes the final version. The ending is part of a carefully constructed framework of theme and comment and all that good literary stuff, and it’s never going to change. For example, the evil lord Sauron is never going to win […]
There comes a point in every game where the player asks themselves why they’re wasting time on a terrible game. It’s a scenario no gamer wants to be presented with – and it’s a developer’s worst nightmare. Depending on how the storyline is integrated with the game, a game’s quality can be easily determined within […]
While I wait in the lobby of one of the largest game studios in the world, I watch someone go through to the inner sanctum. The shiny barrier, with transparent doors that whir apart at the wave of a card-pass, looks familiar — I think I’ve seen the devices being used as turnstiles in a […]keep looking »