Posts Tagged ‘The Sunday Papers’

The Sunday Papers

By Graham Smith on May 24th, 2015.

Sundays are for watching as many final games of the football season simultaneously as possible. But you don’t care about that. You care only for the fine writing about videogames.

  • Any Key To Start is a blog dedicated to reviewing game interfaces, such as Shadowrun, Shadow of Mordor, or Hearthstone.
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    The Sunday Papers

    By Graham Smith on May 17th, 2015.

    Sundays are for this and only this.

    • This was the best thing I read this week: a pixel artist renounces pixel art. It’s one of the creator’s of mobile game Auro talking about game art, communication, and how audiences and critics appraise certain styles of work. Or more specifically, how even incredible art and animation will be criticised if it fails to conform to meaningless and arbitrary technological buzzwords like “HD”. It’s a fun read, well illustrated.
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    The Sunday Papers

    By Graham Smith on May 10th, 2015.

    Sundays are, let’s be honest, for doing the same thing we do every day. With one exception: that we first round up and celebrate the week’s best writing (and videos) about (mostly) videogames.

  • Videogame Tourism interviewed Mark Johnson, solo developer of our beloved Ultima Ratio Regum, an ambition procedurally generated 4X roguelike.
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    The Sunday Papers

    By Graham Smith on May 3rd, 2015.

    Sundays are for programming computer people to have ambition and fear, that you might later exploit their weaknesses for crime. But first we must gather the week’s best writing about games, as tradition demoands.

  • This was sent my way by Kieron and is excellent: on gaming and the need for communication between gamers with different playstyle. Focused inparticular on wargaming, but relevant to any kind of multiplayer gaming. If you want to play to win, tell your friends first. Warning: some brief discussion of abuse towards its end.
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    The Sunday Papers

    By Graham Smith on April 26th, 2015.

    Sundays are for, I hope, basking in the unseasonably warm weather. Or for cursing the sky for the too-soon removal of that good weather and instead remaining indoors with words about videogames. We’ll see.

    • The Verge tell the story of N++, “a ninja game 10 years in the making”. N is great. N was great in 2004 when the free version first came out. I hope this new, supposedly final version of it lets Metanet finally escape its orbit and make something new.
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    The Sunday Papers

    By Graham Smith on April 19th, 2015.

    Sundays are for drawing polygons then rotating them in code, for no good reason. Best justify the time that’ll take by first gathering the week’s best writing about videogames.

    • Star Wars: Galaxies was a fascinating game at launch, one which treated the world of Star Wars as a real place and went to great pains to offer more than simply a power fantasy. That’s why people still remember it so fondly and also, I suspect, why it never found lasting commercial success. Raph Koster, one of the game’s designers, wrote this past week about how they dealt with the game’s Jedi problem. As in, how do you make a multiplayer game where everyone wants to be the game-breaking superhero class? I’m fond of one, unused solution, quoted below.
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    The Sunday Papers

    By Graham Smith on April 12th, 2015.

    Easter weekend waylaid my ability to gather papers last Sunday, which means that my link document is overflowing. Quick! Let’s splurge everything as fast as we can.

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    The Sunday Papers

    By Graham Smith on March 29th, 2015.

    Sundays are for sheltering from the harsh weather and cursing the time lords who stole an hour from your sleep. Better hunker down with a particularly fine selection of the week’s best (mostly) writing about games.

  • After the end of Saturday Crapshoot around six months ago, Richard Cobbett started a new PC Gamer column on story and writing in games. That sadly ended yesterday with this excellent piece on representations of depression in games, with Life Is Strange’s display of contact information for a suicide hotline as the starting point. No spoilers inside.
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    The Sunday Papers

    By Graham Smith on March 22nd, 2015.

    Sundays are for something productive. If you don’t decide what soon, you’re going to spend all day tootling around in Cities: Skylines with the cheats on again. Quick, stall for time by reading and watching the week’s finest (mostly) games writing.

  • I like the impressive scope of this Ian Bogost article: Video Games Are Better Without Characters. It escalates from lamenting the demise of Maxis and celebrating systems-driven games, to setting those in opposition to identity politics, to essentially challenging people to grapple more with all the world’s biggest problems. I don’t agree with all of it but you should read it.
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    The Sunday Papers

    By Graham Smith on March 15th, 2015.

    Sundays are for returning, after a GDC-enforced absence, to compiling lists of links to the week’s finest games writing. It’s nice to read, isn’t it?

  • Leigh Alexander and Laura Hudson launched Offworld this past week, reviving Boing Boing’s videogame wing as a website dedicated to those people most ignored by most other gaming sites. I am not one of those people, but I’m enjoying it all the same. Start anywhere.
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    The Sunday Papers

    By Adam Smith on March 8th, 2015.

    Sundays are for exploring the world via the medium of Google Earth, and wondering what life would be like as the sole inhabitant and proprietor of PhinDeli Town Buford, Wyoming.

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    The Sunday Papers

    By Adam Smith on March 1st, 2015.

    Sundays are for contemplating those who are gone and those who go on.

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    The Sunday Papers

    By Graham Smith on February 22nd, 2015.

    Sundays are for rolling around on the floors of your new home in search of a stronger mobile data connection, while waiting for Monday to bring a BT engineer and a proper internet connection. Good thing Friday’s are for trips to coffee shops and advanced assemblages of fine internet writings about videogames.

    • I’m aware I link the Guardian here a lot, but they’ve been doing good stuff of late. This week’s piece on the current state of industry crunch – examining whether anything has really changed since 2004’s EA Spouse – is essential reading. So read it.
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