Posts Tagged ‘editorial’

Editorial: We Need The BBC In Videogames

By Graham Smith on September 29th, 2014.

We know what television is. We also know what the publicly-funded BBC’s role in television is. Neither was the case in 1945. All that people knew then was that both the BBC and television itself had tremendous power, and that they were going to be important in the decades ahead. So people sat down and said: what is this new medium; what could it be used for; and how do we make sure that whatever happens, it’s used for the benefit of all people?

We should be doing the same for videogames. The BBC should be doing the same for videogames.

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Editorial: Some Subjective Thoughts On Objectivity

By John Walker on September 15th, 2014.

A topic of conversation that is frequently revisited in discussion of gaming and games criticism is that of “objectivity”. It’s an important topic, and it seems worth exploring the subject a little, and in doing so we’ll try to outline RPS’s position on the matter.

First: Rock, Paper, Shotgun, has no desire or aim for objectivity.

If this sounds surprising, then please do read on. We want to explain why our our driving goal is not objectivity, but honesty. Here’s why.

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Editorial: Game Names Are Almost Universally Terrible

By Graham Smith on July 22nd, 2014.

This book should exist.

NEW SINGLE PURPOSE CONSULTING FIRM TARGETS GAME INDUSTRY
Don’t Name Your Game That, Ltd. Has One Piece Of Advice And You Can Have It For Free

Bath, EnglandJuly 21, 2014–Don’t Name Your Game That, an internet-based consulting firm today announced that it would lend voice and cheap jokes to the internal screams of followers of game news everywhere. “It’s time to put an end to forgettable, unsearchable, derivative, non-sensical and downright awful names everywhere,” said company founder Dr. Stephen Farts.

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Editorial: Why Steam Needs To Give New Releases A Chance

By John Walker on July 21st, 2014.

Valve can’t win. And Valve always wins. That’s a fair starting point for any discussion about Steam.

From their vastly dominant position, with a concerning grip over the online PC marketplace, they’re both the bane and the boon of PC developers. If Valve makes a decision, you can guarantee that there will be more voices screaming dissent than those declaring joy (alongside those trying to work out how it’s a covert announcement of Half-Life 3). So you can see why they might start to form a habit of making changes, then stuffing wadding in their own mouths, refusing to talk about it. However, I think it’s time for the company to start taking notice of a mistake I think they’re consistently making with their Store page: hiding new games.

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Editorial: Why Games Should Enter The Public Domain

By John Walker on February 3rd, 2014.

A few days ago I inadvertently caused a bit of a fuss. In writing about GOG’s Time Machine sale, I expressed my two minds about the joy of older games being rescued from obscurity, and my desire that they be in the public domain. This led to some really superb discussion about the subject in the comments below, and indeed to a major developer on Twitter to call for me to be fired.

I wanted to expand on my thoughts, rather than leave them as a throwaway musing on a post about a website’s sale. But I also want to stress that these are my thoughts-in-process, and not those of RPS’s hivemind. This isn’t a petition – it’s an exploration of my thoughts on the subject. Let’s keep that in mind as we decide whether I should indeed fire myself.

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The Ignorance Of Crowds: Why Open Development Is Crap

By John Walker on January 23rd, 2014.

No wisdom here.

Open development is just about the worst idea for games.

People like to think they’re pretty special. And people do tend to have a habit of thinking what they think is right, and those who disagree are wrong. In my case it’s actually true, but unfortunately that’s not always the case for others. And really, honestly, the very last thing I want is other wrong people to be influencing the games I’m going to play. Developers have to stop asking other people how to make their games.

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Kickstarter Pledges Are Risky Investments, Not Purchases

By John Walker on January 21st, 2014.

2014 is going to be the real Year Of Kickstarter. While the phenomenon became enormous in 2012, and saw continued enormous successes in 2013, it’s this year that’s really going to count. This is the year that so many of those multi-million dollar projects are due to appear. It’s going to prove, I would like to argue, the year that we are going to change our understanding of what a Kickstarter pledge really is.

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Horror Stories: A Maddening Lack Of Imagination

By Adam Smith on September 27th, 2013.

I didn't have to mock this image up to illustrate the article

Looking through the recent releases on Steam, a casual observer might believe that there’s a horror game renaissance underway. In the last few weeks, several games have appeared, with titles like Paranormal and The Orphanage. I’ve installed a few of them, heard them go bump in the night, and then moved on. Despite some quality releases, horror is in a rut. And it’s an unpleasant one.

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Editorial: An Appeal For Unrealism

By John Walker on September 24th, 2013.

“Realism”. It’s probably the most common phrase I read in the forests of press releases that tower over me every day – boasts of a game’s attempts at realism. “Realistic weapons”, “realistic gravity”, “realistic AI”… And each time a part of me looks up into the sky, raises its arms, and wails. “Buuuuut whyyyyyyyyyyyy?!”

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Misogyny, Sexism, And Why RPS Isn’t Shutting Up

By John Walker on April 6th, 2013.

There were two sessions in a row on Wednesday afternoon at this year’s GDC. The first was a panel of women in the games industry, discussing the causes and results of the #1ReasonWhy and #1ReasonToBe phenomena – the reasons to be and not be in the games industry. The second was Feminist Frequency’s Anita Sarkeesian, talking about the positive and negative consequences of her Kickstarter campaign, and the way forward from here. I came out of the first – vivid, passionate declarations of purpose from the likes of Leigh Alexander, Mattie Brice and Brenda Romero – feeling certain that the industry and its audience was on a wave of significant change. An hour later I came out of the second – Sarkeesian’s challenging and demanding story of recent horror – re-grounded to the current reality, introspective, and further determined.

There is a clear message: Rock, Paper, Shotgun will never back down on the subject of sexism and misogyny (nor racism, nor homophobia, for that matter) in games, the games industry, and the games journalism industry. Good times are ahead – we can see them.

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Rock, Paper, Shotgun Apology For Using Female Writers

By John Walker on March 27th, 2013.

We made a mistake. It’s important as a website that readers can trust that we are up front when this happens, and willing to admit to our failings, and promise to address them. And as recently as last week, Rock, Paper, Shotgun let a woman write an article. We would like to apologise to our readers for any offence caused.

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Editorial: Let’s Not Pre-Order Games Any More, Eh?

By John Walker on March 18th, 2013.

Over the last few years, gaming pre-orders have become quite the most peculiar thing. What was once the province of the over-excited has now become one of the most crucial revenue streams for big publishers, with games offering as many as eight different versions of their bemusing pre-order bundles, where you can buy the game months before it’s finished, on the promise of some plastic tat and a book of concept art that the game doesn’t look like. And throughout, we’ve been suggesting that no, you really shouldn’t be partaking. And in light of the recent disastergeddons of Aliens: Colonial Marines and SimCity, it feels appropriate to reiterate that.

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Editorial: The Pre-Order Heist

By John Walker on November 14th, 2012.

NOWWWWWWW!

Over the last few years we’ve seen the pre-order become a central aspect of gaming. Heavily relied upon by both major publishers and the smallest indies, more people than ever are paying for their games long before they’re even finished. And with Kickstarter and its crowd-funding sisters, the matter’s become even more complex and nuanced. Shops tend to so massively over-stock on major console releases that there’s no real need to bagsy a copy, while PC games are of course infinitely available via digital channels. And yet pre-ordering games is a bigger thing than ever before. Why’s that, eh?

Time was you could loudly declare yourself for or against the concept – now it’s a subject that requires a little more thought. I’ve given it some below.

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