The Writer, the Star and the Villain

The Escapist - Tue, 2008-08-19 16:20

"Magic: The Gathering just celebrated its 15th anniversary. It's awarded millions of dollars on it's Pro Tour. But its greatest accomplishment was also its first: It launched an entirely new type of game, collectible card games (CCGs.) Mash the addictiveness of trading cards with the strategy and competitive spirit of chess and you're certain to find something amazing.

"There are three people who have built their reputations on the franchise. One is the head of its research and development team. The second is its champion, the name every competitive player knows. And the third is our story's 'villain.'"

Backstage with Tim Schafer

The Escapist - Tue, 2008-08-19 16:15

"More Mark Mothersbaugh than Mick Jagger, Schafer has built a reputation for creating weird, cerebral games that rely more on clever dialogue and witty characterizations than seat-of-your-pants gameplay. Beginning his career at LucasArts with The Secret of Monkey Island, which he helped write and program along with fellow designer Dave Grossman, Schafer has carved out a niche in an industry obsessed with the next Top-40 hit where he and his team can work on something a bit more offbeat."

Jonathan Blow's Shifting Intention

The Escapist - Tue, 2008-08-19 16:10

"On August 6, 2008, after over three years of work, independent game designer Jonathan Blow launched the puzzle platformer Braid on Xbox Live Arcade. Braid marks an inflection point in Blow's career, his first polished product as an indie; before, he had published only a few sketchy prototypes. Some players will eagerly assess how the game embodies the artistic principles Blow advocates. In contrast, a few bloggers, stung by his comments about the shady ethics of World of Warcraft, must secretly hope his game bombs.

"On that count, at least, they're too late. Whether Braid itself succeeds or fails commercially, it had already become famous before launch as a vehicle to highlight Blow's provocative and inspiring ideas."

Just Your Average Gaming God

The Escapist - Tue, 2008-08-19 16:05

"As you enter the understated Hunt Valley, MD, studio that houses Firaxis Games, it feels like any other office. Only after you pass the front desk and see the display case overflowing with 30 or so gaming achievement awards does it really hit home: This is one of the pillars of the gaming world.

"The casual feel of the studio mirrors the man responsible for its existence, Director of Creative Development and co-founder Sid Meier. Despite the legendary game designer status and a cult following to every game that bears his name, the man is as down to earth as it gets."

Sign of the Crab

The Escapist - Tue, 2008-08-19 16:00

"Steve Meretzky is kind of a crabby guy. Not gloomy or excessively negative, but rather in the world-weary way of someone who's been around the block a time or two not by choice, but because he couldn't find a parking space. He might complain about how expensive the coffee is at Starbucks, or how he doesn't have the time or reflexes to play modern games, yet you can't help but find yourself nodding along in agreement as he makes his grumpy observations. He may be crabby, but talking to him, you also get the impression that he's often right.

Too Much Information

The Escapist - Tue, 2008-08-12 16:42

Tomb Raider represented a new style of gaming, and helped cement the 3-D revolution in home consoles. Consumers needed a mental anchor to connect us to this new form of gaming. Instead, we got two.

Politics in a Vacuum

The Escapist - Tue, 2008-08-12 16:41

Jordan Deam explores CCP's and EVE Online's groundbreaking Council of Stellar Management with an inside look at the Council's first annual CSM Summit in Iceland.

When Worlds Collide

The Escapist - Tue, 2008-08-12 16:40

One of the experiments of the AR Second Life project at Georgia Tech brings avatars out of the virtual world of Second Life and into the real world to interact with real people. Imagine wearing a head-mounted display and checking out that sexy avatar you've had your eye on standing right in front of you in life-sized form.

Multiple Personality Disorders

The Escapist - Tue, 2008-08-12 16:39

Our self-contradictions become more obvious as gaming matures and absorbs more people into the fold. The ubiquity of intolerant language and belligerent behavior raises troubling questions about what truly lies behind the mask of online identity.

Sidhe's the One

The Escapist - Tue, 2008-08-05 17:04

"A Sidhe is an earthen mound where mythical beings live. It's also an independent New Zealand videogame company that's moved away from the hill-dwelling fairy thing to release six titles in the last five years. I've known about them for a long while: Like fantasy films, Antarctic storms and flaccid politicians, Sidhe has become part of the Kiwi landscape. But I'd never gotten near the source code, the how, why and what-the-hell of growing your very own game development ecosystem at the bottom of the South Pacific. So I called them up, begged my way in and spent a week learning the secret. Here it is, in seven easy steps, complete with magic beans and beer."

Going Rogue

The Escapist - Tue, 2008-08-05 17:03

"Harris is one of an increasing number of mainstream video game veterans who have abandoned big-budget, big-business game development and 'gone rogue' as small, self-funded, often self-published independent game developers, or 'indies.' Some see indie development as an entry point into a career in the majors. But for some jaded professionals who love gaming but are dissatisfied with the mainstream industry, indie development offers an escape - and a unique opportunity."

Stumbling Into the Kingdom of Loathing

The Escapist - Tue, 2008-08-05 17:02

"The job was supposed to be easy. All I had to do was find some missing art supplies. That was, until I found myself being attacked by a goblin barbecue team. Next thing I know, I'm getting a severe tong-lashing (not a typo) from the chef.

"Realizing how dangerous goblins with access to hot coals are, I did the only thing I could. I bashed them in the face with my trusty disco ball. But that's all in a day's work for an enterprising Disco Bandit, on a quest to save the strange and puzzling world that is Kingdom of Loathing, a browser-based, multiplayer RPG."

Indie or Die

The Escapist - Tue, 2008-08-05 17:01

"The epiphany hit me a few months ago when my girlfriend and I visited her cousins' Long Island home. Their 14-year-old son and his friends were playing Guitar Hero III, and most of the group lacked skill. As the in-game crowd booed another wannabe rocker off the stage, my girlfriend's cousin delivered the stinging words:

"'You died.'"

"Either the audience was particularly bloodthirsty that night, or this 14-year-old kid just pointed out how often death is synonymous with failure in videogames."

Rise of the Videogame Zinesters

The Escapist - Tue, 2008-08-05 17:00

"There are lots of independent game developers trying to make a living off of their craft - I'm occasionally one of them - but there's a growing number of people who create free games simply to make their voices heard. These are people for whom game development is not a primary profession; whose background is not in computer science or 3-D modeling; who build games in their spare time out of a curiosity and love for the medium and a desire to make the games that no one else will. Hobbyist game developers, self-published authors. Videogame zinesters."

Pressing the Right Buttons

The Escapist - Tue, 2008-07-29 16:45

"Presenting sex in the context of a mainstream videogame poses unique challenges. It's not a straightforward competition with winners and losers; but the consequences, both positive and negative, can be equally significant and long-lasting. And with the sophistication of current-gen A.I., camera work and gameplay balancing, we're more ready than ever for a game that demonstrates a more complex understanding of sexual encounters than a cut scene could ever present."

Tijuana Time

The Escapist - Tue, 2008-07-29 16:44

"Tijuana bibles were Depression-era smut booklets, eight-page comics on cheap paper that gave you the real lives of the rich and famous. You too, my friend, can finally see Donald sweeping Daisy's chimney. J. Wellington Wimpy laying the pipe to Olive Oyl. You can find out once and for all whether Betty and Veronica look the same when you flip them upside down. Big-lipped black people, sex-crazed nuns, grasping old pensioners and every other ugly caricature known to man? Right here in this suitcase, yours for fifty cents."

Sex and Dragon Slaying

The Escapist - Tue, 2008-07-29 16:43

"Not too long ago, Age of Conan made headlines with a rumor that turned heads across the internet - not only would it contain nudity, it would actually allow players to have sex. Players would be able to screw each other's brains out in-game and get a temporary stat-boost for their ... er ... pleasure. When the game actually shipped, however, the sex turned out to be nothing more than a casual reference. Female player characters could still go topless, but actual coitus wasn't in the code.

"Age of Conan stopped at bared breasts. But imagine, if you will, an MMORPG with the audacity to go 'all the way.'"

Tap X for pleasure

The Escapist - Tue, 2008-07-29 16:42

"They coo under the rhythmic thrusts of your fingers, deaf to the heaviness of their own breaths. The three of you are almost there. You tighten your grip, accelerating the movement of your moist fingertips. You slide your thumb over the circle. Then the triangle. Back to the circle. The X. Finally, you wrangle the analog stick like a madman, and their sighs of pleasure reach a fever pitch. Onscreen, a vase on the nightstand next to you tumbles to the ground, shattering. Congratulations; you've achieved orgasm."

Mario Golf as Foreplay

The Escapist - Tue, 2008-07-29 16:41

"Tally up the reasons I have biffed relationships. Narrowly eking out emotional immaturity and fear of commitment stands the number one culprit: electronic entertainment. Nowadays, the industry incorporates sex and love into more videogames, but how does today's gamer handle sex and videogames?

"If my story is any indication, he (or she) doesn't."

Fragging in the (Un)Lucky Country

The Escapist - Tue, 2008-07-22 17:06

"While the rest of the world explores the competitive side of the internet, however, Australia lags behind, listening for results via dial-up. Forget professional gaming - people struggle to get quality broadband. If you are lucky enough to find a decent service, you'd better hope it holds up during peak hours for your online fragging fix. And don't get me started on those who live in the bush."

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