Tuesday, June 24, 2014

24/6

§FEMALE/MALE REPRESENTATION
This, we are made to understand, is how you become a heroine, a tomb raider. Our lead characters have to be hard, and while we accept a male hero with a five o'clock shadow and a bad attitude generally unquestioned, a woman seems to need a reason to be hard. Something had to have been done to her.
/.../
When you want to make a woman into a hero, you hurt her first. When you want to make a man into a hero, you hurt… also a woman first.
/.../
"Sherlock Holmes gets to be brilliant, solitary, abrasive, Bohemian, whimsical, brave, sad, manipulative, neurotic, vain, untidy, fastidious, artistic, courteous, rude, a polymath genius. Female characters get to be Strong." Further, we seem to have problematic ideas of how women become Strong -- men break them, we assume.
/.../
Abstracted ideas about post-traumatic stress disorder or the catch-all "mental health issues" are common in games -- apparently the logic is if we're trying to advance narratives in action games, we need to find nuanced rationales for why we're killing so many people with aplomb.
http://www.gamasutra.com/view/news/219074/What_did_they_do_to_you_Our_women_heroes_problem.php

§

you’ve got a situation where female characters do get scrutinized more than male characters do, and in some ways can be seen as holding a banner up for female characters. A lot gets heaped on their shoulders. Lara Croft gets a lot more scrutiny than Nathan Drake does, as a female.
/.../
male characters aren’t shown as being scared or vulnerable, why should female characters? Well, just because it hasn’t been done with male characters doesn’t make it wrong! It’s probably more of a problem of the way we depict male characters.
/.../
It’s very difficult to keep that good affable character when they’re having to slaughter loads of people. But what we tried to do with Lara was at least have the first death count. As you say, she’s uncomfortable with having to do what she needs to do. Those feelings start to bubble to the surface, and she does sort of push them away because she knows she can’t think about what she’s doing. It will incapacitate her if does.
http://killscreendaily.com/articles/interviews/tomb-raider-writer-rhianna-pratchett-why-every-kill-cant-be-first-and-why-she-wanted-make-lara-croft-gay/

§

... female players who sent out friend requests have a greater chance of being accepted than male players do. Furthermore, the chances of acceptance differs based on how the player spoke in the game, and congruence with gender stereotypes. Male players who spoke negatively or trash talk in the game and female players who were silent or meek have the greatest chances in getting their friend request accepted
http://vgresearcher.wordpress.com/2014/06/13/reactions-to-a-womans-friend-request-in-an-fps-game-holz-ivory-et-al-2014/

§

Women as Background Decoration: Part 1 - Tropes vs Women in Video Games
https://www.youtube.com/watch?v=4ZPSrwedvsg

§

Dynaheir, a proud, strong woman, is killed so her associated man can have motivation.  Khalid is killed so that Jaheira, a proud, strong woman, can become the player’s girlfriend.  The two fridgings differ in many ways, but are similar in that they both treat women as plot devices, and as prizes to be won or lost.
http://ontologicalgeek.com/you-must-stuff-your-fridge-before-venturing-forth/

§

Ubisoft went the extra mile and claimed that the reason there were going to be no playable female assassins in their upcoming Assassin’s Creed title is because it would double the development cost and it was “a reality of game development”.
http://gomakemeasandwich.wordpress.com/2014/06/13/friday-freebie-the-ubisoft-is-full-of-shit-edition/








§MISC VIDEOS

Will the End of Net Neutrality Be Bad for Gamers? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=SEHG1s1uv5o

§

Is the FPS Dying or Evolving? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=P9PNz5WUXdo

§

Why Shouldn’t Air Control be Sellable?
http://www.errantsignal.com/blog/?p=644

§

Air Control - A Steam Abuse Story
http://www.escapistmagazine.com/videos/view/jimquisition/9281-Air-Control-A-Steam-Abuse-Story

§

Extra Credits - How Minecraft Changes the Future of Games - Minecraft Generation
https://www.youtube.com/watch?v=0K8G6BFg1Wk






§MISC ARTICLES
Post-apocalyptic games, from Fallout to The Last of Us or Metro 2033, play to expectations. When one hears “post-apocalyptic,” the word conjures up images of half-destroyed tower blocks, highways filled with empty, rusting cars, basically the remains of the now dead civilization. But those images are more apocalyptic, really. The post-apocalypse what happens after the reset button has been pressed. Unfortunately, a great number of games that use the setting give the uniform answer of “not much at all.”
http://www.awesomeoutof10.com/no-fresh-starts-what-the-post-apocalypse-can-offer-but-doesnt/

§

Yes, the presentation is, at times, unfortunately ugly – but below the skin, Remember Me has a series of fantastic touches and a sense of care about its thematic coherency that ultimately mark the game as truly memorable.
http://ontologicalgeek.com/remember-me-and-artistic-ambition/

§

The Spiny Shell is the most profoundly existentialist element of the Mario canon.
It disrupts the entire logic of this familiar fantasy universe. We were told we could jump on things to destroy them! We were told we could flip them asunder! But no - all promises are tentative, even in the Mushroom Kingdom. Spiny Shells are chaos, unfairness, injustice. For those of us who were kids when Super Mario Bros. arrived, the Spiny Shell taught a lesson, and the lesson was: you are alone in the universe. Enough with your childish expectations. This is the real world, and just when you think you've mastered it, it'll pull the rug out from under you. You have to find your own way.
http://www.gamasutra.com/view/feature/218696/The_Blue_Shell_and_its_Discontents.php

§

When you understand everything about a fully scripted world, it can only seem so much smaller in looking back on it.
http://www.popmatters.com/post/182687-the-size-and-wisdom-of-myst/

Monday, May 26, 2014

26/5

Can Video Games Be A Spiritual Experience? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=vK91LAiMOio

§

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs
http://www.gamasutra.com/view/feature/218372/Postmortem_The_Chinese_Rooms_Amnesia_A_Machine_for_Pigs.php

§

Glitchhikers belongs to a tradition of game authorship, rather than game design. The idea is to stop designing videogames in service of ‘fun’ (or any other phenomenological sense), and instead to author videogames that explore ideas, themes, the human condition and so forth using literary techniques rather than behavioural conditioning and psychological experimentation.
http://blog.brendanvance.com/2014/05/19/blowjobs-loneliness-and-glitchhikers/

§

This rather huge article is intended to collect and structure a complete overview of how gender design works and how gender design is currently done in games.
http://howtonotsuckatgamedesign.com/2014/05/press-x-make-sandwich-complete-guide-gender-design-games/

§

Matt Chat 242: Chris Avellone on Torment, Tides of Numenera
https://www.youtube.com/watch?v=06YvwO3V4Ms

§

Extra Credits - How Games Empower Us - Education: Agency
https://www.youtube.com/watch?v=T39kYzzv_3Q

Sunday, May 18, 2014

18/5

§VIDEOS

Game Theory: Flappy Bird, PewDiePie, and Pasta Sauce

https://www.youtube.com/watch?v=MyXcr6sDRtw

§

The Future of Games | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=oON6S4fXS4k

§

Does "Indie Game" Mean Anything Anymore? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=E8iwDkE8mw4

§

Extra Credits - How Games Prepare Kids for Real Life - Education: 21st Century Skills
https://www.youtube.com/watch?v=0hoeAmqwvyY


§TEXTS
I'll tell you some stories about balancing Yomi. First I'll give you two myths about game balance, then I'll tell you about tier lists and matchup charts, and then a bunch of specific balance problems we had to solve in Yomi.
http://www.sirlin.net/blog/2014/4/18/game-balance-and-yomi.html

§

let's move on to the two hardest problems in horror.
http://frictionalgames.blogspot.se/2014/05/alien-isolation-and-two-hardest_5.html

§

Why we ignore gamers behind bars
/.../
Prisoners play games. How play might liberate or counteract or reinforce a life of confinement is probably for those prisoners to dissect. Not us. From the outside, what we hear—me, Alejandro, Robert, Shane, and now you—is a voice completely disconnected from that experience. They’re asking for information, but they’re asking moreover to be heard.
http://killscreendaily.com/articles/why-we-ignore-gamers-behind-bars/

§

Oculus Rift has plenty of potential for changing human interaction, but what about other animals? One project from Iowa State University assistant professor Austin Stewart (via FastCo Exist) imagines how VR goggles could make chickens believe they’re free-range, even when they’re not.
http://techcrunch.com/2014/05/15/an-oculus-rift-for-chickens-gives-animals-the-freedom-to-roam-without-the-roaming/

Tuesday, May 6, 2014

6/5

§QUEER
that is precisely what troubles me about the sexualization of certain races in BioWare fantasy worlds. Sexual and racial discrimination is written into these games in a way that shows awareness of and sensitivity to real-world social inequality [...] But the games want to have it both ways: characters like Liara may exhibit agency and self-determination, but like most romanceable NPCs, her ultimate purpose is to give in. For that reason and because her entire species is designed for the galaxy’s pleasure, her resistance is largely ornamental. This picturesque struggle with systemic oppression is the best case scenario for the sex class: even if you play the game for purity points, your playable character and yourself are made complicit in the fantasy world’s objectification of its sexualized demographic.
http://ontologicalgeek.com/the-sex-class-in-bioware-worlds/

§

Game Theory: Are Video Games Anti-LGBT?
https://www.youtube.com/watch?v=XdmJXHJLZ6M


§ZELDA
|||.......a little boy went out to play. when he opened his door, he saw the world. as he passed through the doorway, he caused a reflection. evil was born. evil was born, and followed the boy.......|||

let's talk about a videogame called Zelda...
http://ellaguro.blogspot.se/2014/04/evil-was-born.html


§VIDEOS
Should All Videogames Be Free To Play? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=b-MIFSAz9as

SWT - Saints Row IV and Kitsch
https://www.youtube.com/watch?v=nT03ezSnVL8

Education: An End to Fear - Why Students Hate Homework - Extra Credits
https://www.youtube.com/watch?v=JWyPLNi8rD8

The Old Man and the Season Pass
http://www.gametrailers.com/videos/l0ogbt/the-final-bosman-the-old-man-and-the-season-pass

Wednesday, April 23, 2014

23/4

§BIOWARE
Garrus Vakarian is the Mass Effect series.
http://www.unwinnable.com/2014/04/14/garrus-and-the-turians/#.U1M6c4VOKHh

§

Comparing Baldur’s Gate II’s romances to Mass Effect’s is not only an interesting way to look at how BioWare as a company has changed over the past twelve years, but also the way that gamer culture and video games in general have changed.
http://ontologicalgeek.com/from-jaheira-to-liara-a-brief-survey-of-bioware-romances/




§DESIGN
And yet, parenthood as described by videogames on a whole generally tells us this is what children are: dreadfully bothersome creatures who suck up all your energy and tolerance, baited with rewards.
/.../
BioShock Infinite’s vision of parenthood is finding someone of a younger generation to help you do the things you were doing anyway, indistinguishable from a minion but for your tone of voice. In this manner, your daughter is a walking, talking pair of pants that give your bullets fire damage. The Last of Us carries a similar message more expertly told.
/.../
Still, she plays second fiddle to Joel because, ultimately, the game revolves around Joel growing up
/.../
So to the extent that BioShock Infinite and TLOU are about parenthood, they conceive it as control. Two of the biggest games of recent years dealing with a narrative as old as humanity, and this is the best they can figure: two father-figures to whom a daughter is but a mechanism for their own wish-fulfillment.
http://normallyrascal.wordpress.com/2014/04/14/parenthood/

§
The primary approach we'll be looking at is a series of questions that storytellers can ask themselves to help create story ideas, interesting scenarios, player characters, and all that humus.
http://playersdelight.blogspot.se/2014/04/how-to-develop-interactive-story-idea.html

§

Comedic Games - Can We Make More Funny Games? - Extra Credits
https://www.youtube.com/watch?v=Dh_kdu8LnvE

§

We have progressed to the point where we are brave enough to ask, if we take away the > prompt, is it still interactive fiction that we are playing?

Twine is just one way of asking this question. Inklewriter and ChoiceScript ask it in similar sorts of ways; StoryNexus, Versu, and Seltani come at different angles.
http://storycade.com/war-pestilence-famine-death-twine/

§

Design/war has to change, to stay new, to always be one step ahead of the player/protagonist, and so the real question is not “how did Kojima land here?” but rather “can Kojima think his way out of this?” In the drive for new narrative elements, Kojima has written himself into a creative corner. What we’re seeing isn’t just the product of a sexist world view, but instead a designer who, in his attempt to invent, to push, to surprise his audience, ends up going to a powerfully regressive and brutally violent place.
http://www.pastemagazine.com/articles/2014/04/ground-zeroes-the-sexual-violence-of-metal-gear-so.html

§

So there you have it. Thomas Was Alone and Dark Souls 2. Same game, basically. Because psychology.
http://www.psychologyofgames.com/2014/04/thomass-dark-soul-is-alone/





§ZELDA
Because it calls Link’s will into question, because it’s tinged with uncertainty, and because it captures the illogical flow of a dream, Link’s Awakening feels more human than other Zelda games.
/.../
Link has no grand reason to follow the owl or to wake up the fish—it’s not the Virtuous Thing To Do, just a possible route off the island. As in the haze of sleep, the only choice is to go forward despite a dearth of logic.
/.../
Since it’s so easy to get swept up in this push, it takes a while to realize that Link’s actions aren’t necessarily good. The townspeople were just fine without Link (except for the occasional dognapping). The monsters who guard the musical instruments aren’t causing problems for anyone. Link is the one storming into their homes, breaking their things, and taking away their drums and violins.
/.../
Dreams don’t make sense. They’re forces of nature, beyond our control. They’re human, and by that measure alone, Link’s Awakening transcends its staid fantasy roots. Whether the game is Link’s dream or the Wind Fish’s, they both face something that many of us confront every morning when we emerge from our dreams into another, supposedly more meaningful reality.
http://www.avclub.com/article/when-zelda-traded-heroism-murky-morality-dreams-203416





§DEPRESSION
Errant Signal - Actual Sunlight + Depression Quest (Spoilers)
https://www.youtube.com/watch?v=js1OsJZq2Vg




§COMMUNITY
Game Theory: Flappy Bird, PewDiePie, and Pasta Sauce
https://www.youtube.com/watch?v=MyXcr6sDRtw

§

Shenmue's moment has passed, and as intoxicating as its grounded, gloriously detailed open worlds were at the turn of the century, it's hard to see one man isolated from the industry recapturing their grandeur for an audience spoiled by Skyrim and Los Santos, regardless of whatever budget comes his way. The Last Guardian, meanwhile, could suffer similarly: when Team Ico's last effort came out nearly a decade ago, it was a time when more esoteric, ethereal and overtly artful games were something of a rarity.
/.../
Yet either way, the world of games has become so broad, so varied and so dynamic in Half-Life's absence that the idea of a bespectacled scientist redefining that world all over again seems impossibly quaint - and it leads me to believe that, should that day ever arise, my response won't be an excited scream, but rather a resigned sigh.
http://www.eurogamer.net/articles/2014-04-12-i-never-want-to-play-shenmue-3-half-life-3-or-the-last-guardian

§

It is unlikely Luftrausers will undergo any major aesthetic change as a result of what Simins and Dubbin said, but the conclusion of this exchange brings a better understanding of what Vlambeer intended by creating Luftrausers. No one has to agree with either side, but our understanding of Luftrausers’ place in game culture was deepened.

That’s not controversy. That’s criticism, and I wish we had way more of it.

http://patrickklepek.tumblr.com/post/82006821614/help-me-out-i-dont-understand-how-people-could-be

§

In Sweden, politicians are learning to settle their differences the civilized way: with video games.
http://www.dailydot.com/esports/starcraft-sweden-political-tournament/


§QUEER
In these shaky times, it is perhaps appropriate to recount to ourselves why a male protagonist is simply impossible in videogames, and pray that this reminder will usher dissent back to the hell from which it spawned.
/.../
3. You would have to implement unruly testicle physics which is currently very tough to design for. All that flopping about when a male is physically active can make for very inappropriate content. On that note, randomly generated erections test negatively with focus groups, and nobody can figure out how to implement ‘the character accidentally sitting on himself’ as a game mechanic.
/.../
6. Males are a notoriously diverse bunch – it’s highly unlikely that any one male character will sit perfectly well with every male player. Since someone probably won’t like him, this places developers in a lose/lose situation avoidable only by abstaining entirely. That’s why every videogame cast consists solely of inoffensive abstracted geometry.
/.../
10. Males are typically busy at being politicians and talking about snooker, so they generally do not fall within the contexts of most videogame settings. Such fun-hating character traits seldom lend themselves well to home entertainment. Most games, meanwhile, center around flighty adventures that ultimately save the world, for which female protagonists are far more realistic and believable, given their innate romanticism.
/.../
19. The gender of the main character of a videogame is trivial - it may as well be one as the other. To place so much value on it is to overstate the whole subject.

20. On the importance of the main character’s gender, it is simply unforgivable to compromise the artistic vision of a team of 300 designers, programmers, artists and so on, working in conjunction with publishers, investors, shareholders, testers, researchers and so on, who all coincidentally have the same vision from the get-go and never have to compromise with one another or pursue such bourgeois trifles as commercial success.
http://www.gameranx.com/features/id/14954/article/why-we-can-t-have-male-leads-in-videogames/

§

There have been plenty of Metal Gear Solid V: Ground Zeroes reviews, some of which have been greatly revered and lauded as brilliant pieces of writing but, barring the Telegraph’s review, they have all failed to do so much as acknowledge the existence of tape number 4 which depicts rape and child rape.

/.../
The whole of Ground Zeroes is simply a catalyst, a back story for the upcoming Phantom Pain. Paz and Chico’s rapes function only to further Snake’s story, to give him a reason for revenge and to have been in a coma. They are victims for the sake of the progression of another character; the scenes are careless, clumsy and childish. In his desperation to achieve “what movies and novels have achieved” Kojima has created a piece of work that shows complete disdain for the only female character in the game, a fetishisation of Paz’s pain and has failed to create any meaningful portrayal of sexual violence.
http://introskeptive.wordpress.com/2014/04/08/chicos-tape-4/



Friday, April 11, 2014

11/4

§TEXTS
We’ve bought into the idea that storytelling is about a journey to an endpoint, an authored destination. The real destination is the creation of meaning, whether that be the reader’s interpretation or reconstructing the author’s intent.
/.../
Hypertext tales are often sold as games of choices, of agency, of your version of the narrative – when it would be better to embrace what they are good at, which is telling a different kind of fiction: one which is host to multiple narratives, narrative superposition for want of a better term, from which meaning can be derived.
http://www.electrondance.com/stop-crying-about-choice/

§

"I HATE how people who aren't straight white cisgender men are treated in the game industry. I HATE that so many women can't come to a professional event without getting hit on by some creepy dude… and I HATE that it never, ever happens to me. I mean, who even thinks this? Shouldn't I feel happy that I'm not getting hit on?! No, I feel like SHIT. I start to wonder, what's wrong with me? I clearly don't look manly or bearded or stubbly enough, so I don't get to be treated like a real human, but I'm also not hot enough for any of their creepy attention. I'm like invisible or something."
/.../
"I didn't last in the industry very long, as you can probably imagine," Deirdra Kiai continues after a long pause. "I was pushed over to the margins, where I quietly worked alone on my own projects, desperately struggling to find my voice."
"They could exclude me all they wanted, but they couldn't stop me from making games."
/.../
"I've been able to do these things, but only IN SPITE of the industry's social pressure not to. Imagine what I could have done if I'd been encouraged instead of IGNORED. Imagine how many other brilliant, talented people could be making weird, wonderful games along WITH ME."
http://tmi.kotaku.com/making-games-is-easy-belonging-is-hard-1551649858

§

...if the factors that lead to replay do not exist solely “in the games themselves” that does not mean they aren’t worth talking about – indeed, as Fernández-Vara’s insights show, the middle-ground between game and player is fundamental to a “game-type experience” as such.  This paper admits both to the elusive and idiosyncratic nature of replay value, while attempting a tentative outline for a mode in which replay value may be described and analyzed.
http://www.firstpersonscholar.com/the-games-people-replay/





§VIDEOS
Top 5 Reasons Game Reviews Don't Matter | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=JzkVlQ3nlVM

§

Game Theory: Are Gamers Killing Video Games?
https://www.youtube.com/watch?v=Cxhs-GLE29Q

§

Is VR the future of Gaming? A look at nearly every VR device shown at GDC.
https://www.youtube.com/watch?v=Y2myY_pQEMk

§

Net Neutrality - What a Closed Internet Means for Games - Extra Credits
https://www.youtube.com/watch?v=wQtiIazfoQM






§DATA
A new study out of Ohio State University is suggesting that playing aggressive, Black characters in video games might make people who already have a tendency towards racism more racist.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4882

§

Some data available from games with moral decision systems show that gamers are generally unwilling to play as evil characters. In a study, over 1000 gamers were surveyed to see how the average player interacts with a game system that allows the player to choose a "good" or "evil" path through a game story. The finding was that the average gamer prefers to be good or heroic in such games. Gamers are most interested in exploring a character whose moral choices closely match to their own. However, those players that experience a game for the second time are then more likely to choose evil. The article includes an exploration of which actions gamers felt particularly evil, and what kind of choices turn out to be more difficult for them.
http://gamescriticism.org/articles/lange-1-1/





Thursday, March 27, 2014

27/3

§VR
"How would you feel to swap your body with another?" Philipe Bertrand asked me. "Would you better understand the other if you see through their eyes?"
http://www.polygon.com/2014/3/4/5423330/oculus-rift-vr-gender-swap-girl-mirror-look

§

It’s not about swapping gender, it’s about tricking your brain into thinking you’re a different sex – for a few minutes, in a safe environment where you can quickly step out if things aren’t going how you please. Sure you can put your eyeballs in the head of another for a few minutes (and yes, this is really interesting stuff!) but you’re not in that head yourself. You don’t know what it’s like to have had to live with that body.
http://www.sophiehoulden.com/a-machine-to-be-another/

§

Why You're Going to Suck At Oculus Rift and Virtual Reality | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=LGmy1V1u_ko

§

Using Virtual Reality to Treat PTSD
https://www.youtube.com/watch?v=bIj26r4VPaA

§

If the avatar is simply an extension of the player, violence by the avatar reflects a violent attitude held, even if hidden, by the player. This, I think most gamers would agree, is nonsense. But the lack of understanding of the role of the avatar leads many people, even as intelligent a person as Slavoj Žižek, to equate violence by the avatar with the player’s supposed internal desire for violence.
http://theanimistblog.wordpress.com/2014/03/09/my-second-self-understanding-the-relationship-between-players-and-avatars/




§DESIGN
Is Dark Souls the Future of Videogame Storytelling? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=y-YvxPvqOmE

§

For this month’s Queer Mechanic, we’re going to take a look at ways of toying with, subverting, destabilising and queering the concept of the straight male gaze.
http://gaygamer.net/2014/03/queer-mechanic-5-queering-the-male-gaze/

§

Extra Credits: Quest Design (Part 2)
http://www.youtube.com/watch?v=ur6GQp5mCYs

§

Designing for Youth - Making Games for Players Under 14 - Extra Credits
https://www.youtube.com/watch?v=NdFw8kvHAY8

§

In narratology, vraisemblance, or “versimilitude,” – the semblance of something to truth, or reality, or to agreed-upon rules – was first used in this meaning by Gérard Genette, and Tzvetan Todorov, in the same special no. of Communications in 1968 (and later adapted for her own purposes as doxa by Tel Aviv School member Ruth Amossy). For Genette, vraisemblance meant the aspects of a story that answered to “[...] a body of maxims accepted as true by the public to which the narrative is addressed; but these maxims, due to the very fact that they are accepted, most often remain implicit”12 – in other words, the parts of the story that need no explanation, in good and bad.
/.../
Barthes’ core thought, applied to Gone Home, is as follows: The insignificant signifiers, such as the bags of chips in the game, seem to refer directly to their referent. A bag of chips is, well, a bag of chips. In other words, these inconsequential details seem, at first, simply denote reality directly. But since the significance of the signifier is insignificant, it actually doesn’t!Instead, according to Barthes, the signified escapes, with a generic sense of “reality” replacing it. The bag of chips doesn’t actually mean what it means, it simply speaks to us of a kind of “reality”.
http://www.slowdown.vg/2014/03/13/gone-home-and-the-reality-effect/





§MISC
Science fiction in games (and, let’s be fair, science fiction outside of them as well) tends to treat Dick’s devices as just cool things to riff off of—they make a great excuse to set up an action scene—while ignoring the metaphysics that he’s really interested in. As a result cyberpunk, as a subgenre, is more easily recognized by its mask than by its face, so to speak.
http://big-tall-words.com/2014/03/14/ascentury-philip-k-dick-and-videogames/

§

A Defense of Cheating in Videogames | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=er-E1vxEnic

§

...the very fact that the drive toward canonization ends up revealing certain latent ideologies or power structures makes the act itself, rather than whatever product results from it, appear eminently useful.
http://gamingvulture.com/2014/03/11/shots-fired/

§

Ugly Truth in Advertising
http://www.gametrailers.com/videos/itrits/the-final-bosman-ugly-truth-in-advertising

§

Basically here's what happened: after the launch of Stanley Parable, I became a bit depressed.
http://www.galactic-cafe.com/2014/02/game-of-the-year/