Stars and Squares

The Escapist - Tue, 2008-07-15 16:40

"Whatever you do, don't click."

"That's the mistake most players make upon first loading up The Marriage, the first widely released artgame by Rod Humble. In Humble's minimalist, abstract exploration of relationship dynamics, even the seemingly innocuous act of clicking the left mouse button forcibly restarts the game. As is the case with so many aspects of Humble's games, the 'don't click' rule first causes irritation, then confusion and, finally, acceptance (probably followed by a second, much more subtle confusion)."

Like a Kid Again

The Escapist - Tue, 2008-07-15 16:39

"I'd spend hours daydreaming - drawing and writing stories about imaginary creatures and worlds I invented out of thin air. I couldn't take a breath without some absurd creation popping into my mind, begging to be smudged into life via crayons and a piece of paper. At the same time, like many boys, I discovered an ability to turn any appropriately shaped piece of wood, kitchen utensil or cardboard tube into an imaginary gun. I couldn't walk through a forest without mentally reconfiguring at least one branch into a laser rifle I could use to destroy some evil alien monster or, more often, my younger brother."

Piracy and the Underground Economy

The Escapist - Tue, 2008-07-15 16:38

"I want to introduce you to an entirely different perspective: Piracy supports an underground economy and the livelihoods of thousands of people in Asia, especially in countries where most people live below the poverty line. This underground exists primarily because its participants cannot afford the exorbitant prices charged by game publishers. It's a point of view that isn't often raised in American or 'industrialized' media, but it's easy to miss when you aren't surrounded by piracy on a daily basis."

Click Here for Hot Man Love!

The Escapist - Tue, 2008-07-15 16:37

"Sex has remained generally unchanged since cavemen were humping in, well, caves. (They apparently enjoyed it.) Up until about 20 years ago, sexual encounters were generally between two (or more) people in a private setting. Then the internet came, and the floodgates opened. With the wide availability of advice, diagrams, cell phones and instant messenger programs, our ideas about sex have become more fluid than ever. We no longer need to suppress our passions, fetishes or dirty thoughts; we now have plenty of outlets to nurture and share them with others."

A Three-Year History of Gaming

The Escapist - Tue, 2008-07-08 16:34

"After three years, you're still one year shy of a college degree, two years shy of being able to apply for U.S. citizenship, and 70 years from seeing that saguaro cactus you clipped while driving drunk in the desert fully re-grow its arm. Three years is nothing.

"Then again, three years can be an eternity. Three years is more than half a lifetime for a game console, and twice a lifetime for most games. For gaming celebrities, it could be a career. On the internet, it's an epoch."

The Age of the World-Builders

The Escapist - Tue, 2008-07-08 16:33

"I had just entered the world of Morrowind. I had enough problems without this guy in my face, whining about his stupid ring. One well-aimed arrow shot later, and I found myself squatting in his secluded Seyda Neen cottage. But it wasn't just somewhere to keep my spare weapons and armor. I found myself decorating. I kept the place clean. It was my home.

"That's when it really hit me: This wasn't just some level in a game. This was my vacation home in a digital environment."

Ten Things That Don't Suck About the Game Industry

The Escapist - Tue, 2008-07-08 16:32

"One of the International Game Developers Association's many roles is to deal with all the crap that's going on in the game development community, from defending developers' right to creative expression to pushing studios for better work-life balance. ... But another aspect of my job, one that I often neglect, is to be an industry evangelist - to promote all that's cool and wonderful about games and game development."

Love Sucks and Then You Evolve

The Escapist - Tue, 2008-07-08 16:31

"I didn't know what to expect from my brief affair with television, but I knew it wouldn't all be long walks on the beach and playing kissy-face. For a start, I've known television my whole life. I've suckled the great glass teat since I was a toddler, and TV has entertained - or at least occupied - many hours since. Climbing into bed with the boob tube sounded a little incestuous."

The Crystal Ball

The Escapist - Tue, 2008-07-08 16:30

"'The future of gaming'? Crap! Don't you need to be an analyst to have enough balls to write about the future of the medium? Either way, I gathered myself and wrote back that I'd do it, knowing full well that ingrained into my DNA is the easily called-upon, opinionated, stubborn Irish ego that would enable me to make bold predictions about a subject dear to my heart. Without further ado, I give you the death pool."

The Force is Strong in This One

The Escapist - Tue, 2008-07-01 17:03

"My parents' generation was informed by great and powerful things. By the Cuban Missile Crisis, the Vietnam War, the deaths of John Kennedy, his brother Robert and Martin Luther King. Before them, my grandparents were raised on dirt, suffering through the Great Depression with a grim determination to do it better for their kids. Me? I grew up making six-inch-tall replicas of Harrison Ford and Carrie Fisher have sex in the backseat of a toy space ship. Now I write about games for a living. Perhaps a little struggling is good for the soul. If I have children, they'll eat dirt."

Lazer Swords and Thundersabers

The Escapist - Tue, 2008-07-01 17:02

"In October of 2007, in honor of Star Wars' 30th anniversary, the space shuttle Discovery carried into space a prop representing the franchise's success; not a Jar Jar Binks tongue lollipop, but the lightsaber used by Mark Hamill in 1983's Return of the Jedi, an icon rich in symbolism. Without its young hero and his lightsaber, Star Wars might have been just another Flash Gordon or Buck Rogers, a tall glass of pulp filled with blasters and space ships, robots and aliens, lacking the central, mythic story arc that made it so memorable.

"This was nearly the case."

The Dark Side

The Escapist - Tue, 2008-07-01 17:01

"Of course, Star Wars was popular when it was first released. But it wasn't the sudden, galaxy shattering event we like to remember. It was a good kids' movie that everyone could enjoy; the revolution came much later. In fact, I'd argue Star Wars didn't really happen until The Empire Strikes Back.

"And for me personally, it wasn't even the sequel that cemented the Jedi mythology in my consciousness. It was the licensing; the merchandising phenomenon that actually paid for the next two movies and recouped the costs of the original. That's what really spread the Skywalker name across cinematic history and drew me toward the Dark side of Star Wars obsession at such a vulnerable age."

A Disturbance in the Force

The Escapist - Tue, 2008-07-01 17:00

"The marketing genius didn't stop there. Multimedia was the next frontier, the next section of the Outer Rim to conquer in the name of the Empire. Writers created new adventures spanning books, comics and videogames. The media invasion gave other talented artists and storytellers a chance to inhabit the universe and create their own piece of Star Wars fiction. That Lucas allowed fans to create new stories and mythologies is both the greatest triumph of the Star Wars saga - and its undoing."

A Creative Force

The Escapist - Tue, 2008-07-01 16:59

"The Star Wars movies are rarity when it comes to sci-fi; not only do they appeal to the hardcore geeks of the world, they've also managed to make hardcore fans out of many a skeptic (myself among them) through their combination of strong stories, powerful visuals, and a romantic sense of adventure.

"For those in the creative industry, however, the Star Wars films offer something more. Science fiction authors from around the world struggle for the honor of contributing to the Star Wars Expanded Universe; and those who work in the games industry try to leave their own mark, often creating critically acclaimed, best-selling games in the process - which brings us to Drew Karpyshyn."

My Big Fat Geek Wedding

The Escapist - Tue, 2008-06-24 16:37

"The Wedding Planning Game, he said, is a never-ending fetch quest; a months-long hunt for vendors, reservations, orders and contracts, culminating either in a successful ceremony or your premature death. It's like Pokémon: the perfect photographer, florist, caterer, DJ, officiant, jeweler and bridesmaids - gotta catch 'em all."

Someone Stole My Magic Sword

The Escapist - Tue, 2008-06-24 16:14

"Dave Weinstein, formerly of Red Storm fame, now speaks on the huge prevalence of unregulated character theft and the black market sale of virtual goods. Weinstein addressed game developers at Gamefest 2006, warning that organized crime had targeted MMOGs as an easy method of generating cash in a largely unregulated market. Part of the problem is a lack of law enforcement infrastructure in dealing with the value - and following the theft - of virtual property. 'The police are really good at understanding "someone stole my credit card and ran up a lot of money,"' Weinstein said. 'It's a lot harder to get them to buy into "someone stole my magic sword."'"

The Art of Play

The Escapist - Tue, 2008-06-24 16:13

"'The Art of Play: Symposium and Arcade,' a joint venture by the Carnegie Mellon School of Art and Montreal-based Kokoromi, couldn't be more aptly titled. From 12 to 5 P.M., guests had free reign over a room populated with the most artistic videogames the industry has yet produced, from classics like Grim Fandango to newcomers like flOw. Sadly, the Commodore 64 blue-screened, so I never got to enjoy Moondust - allegedly the first 'art videogame' - but there was plenty to keep me occupied."

The Game Design of Art

The Escapist - Tue, 2008-06-24 16:12

"Let's face it: Games, in general, suck. Most are repetitive and shallow. Most eat up precious moments of our lives without giving us anything more than idle entertainment in return. The really good games, the ones that we would only be half-embarrassed to show Roger Ebert as art samples, are few and far between - maybe one game per console generation, if that. This is hardly what we would recognize as an "art-full" medium. Yes, games pass the zero-utility test, but that's not enough to stand them up proudly next to a Kandinsky painting."

Excellence Never Goes out of Date

The Escapist - Tue, 2008-06-24 16:11

"No other medium actively erases its past and makes classic works so inaccessible. Technological advancement, the relative youth of the games industry and standard market forces all play a part in relegating prior works to the sidelines of public discourse; but whatever the reason, this phenomenon is bad for gaming and disastrous for gamers. For games to be considered a worthwhile craft, classic works need to be kept alive as reference points for developers and audiences. Currently, classic games are the ones you are least likely to be able to play. Such is veneration in gaming."

Why No Punisher?

The Escapist - Tue, 2008-06-17 16:57

"Castle has no superpowers. The Punisher wears no mask. Men with his skills and physique walk the earth today. His costume consists of a T-shirt. The weapons he uses are real and readily available. Two generations have grown up with his stories, but no one has ever taken up his mantle. Castle's plausibility is unique among comic book heroes. We know why there's no Superman. We don't know why there's no Punisher."

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