Monthly Archives: July 2012

A Lonely Heroism: The Fundamental Importance of Single-Player 1

Cool breeze flows in through the screen door, the glass parted to allow the air inside the living room to stir. It is October of 2006, and I am alone.


The Hybridization Effect

Today, video game systems are now able to do all sorts of things we never could have imagined back in the NES days. It’s almost to a point to where using the term “video game console” to describe any of the current gen systems is a bit of a misnomer.


Media Violence and the Price of “Good” Art

I live in Arvada, Colorado and my birthday is July 20th. For months I’d been planning to see The Dark Knight Rises at midnight, the first minute of my birthday. My family and friends knew this, or at least those out of town guessed it, and my phone set to buzzing early Friday morning with people mistaking Arvada for Aurora.


Cardboard Ancestors

It’s not as if I find major releases overwhelming or intimidating, but these days, given the choice between BioShock and World of Goo, I’ll take the latter almost every time.

By Levente Fulop from Brno, Czech Republic (The King's Game) [CC-BY-2.0 (], via Wikimedia Commons

It’s The Economy (That’s) Stupid 1

We are all, I’m sure, sick to death of money. Great piles of cash lying all about us, wherever we look. The stuff is everywhere, free for the taking, and often thrust toward us at every opportunity.


What Games Are For

Jaffe and Robertson both argue that games realize their purpose in exploring only those areas that no other medium can. Both argue that games should focus on interactivity, to the exclusion of other parts of an experience. Why?

Sample 2

Present Tension 2

Dark Souls is different, in a hell of a lot of ways, one of which is that its grammar places it firmly in the present tense. In it one can find an acceptance, if not outright encouragement, of the failure state most games seek to rewind and rewrite.


Venus in Mars: Gender Equality in Fighting Games 4

There is no way around the, shall we say, “appealing” character designs of the fighting genre’s female members, and I don’t see the trend going away anytime soon. But at least they’re on the front lines. At least they are main characters. If we really examine female fighters, we see a plethora of strong, compelling characters in interesting (and not usually sexualized) circumstances.


On the Realism of Sexism 9

“Realism” has long been cited as an excuse for mechanical or narrative structures which are skewed against women or other marginalized groups. And this is the crux of the problem: it’s good to be honest about the way things are. But you need to understand what it is that you’re writing about.