For anyone who knows me in person or has read this blog, it's no revelation that I hold Dark Souls (From Software, 2009) in high consideration, and consider it a huge inspiration in terms of games design. I'm forever amazed that no matter what games design theory you think of, Dark Souls has an interesting … Continue reading Operant Behaviour: Crime and Punishment in Dark Souls
As stated previously, it is tricky to define what makes a cultural game. I don't agree with a nationalistic view on this, nor do I think this accolade should be linked to money, as it can meddle with the creative process and vision. As a counterpart to the previous post, however, here is what I … Continue reading What Is a Cultural Game – Opinion
Culture is a difficult term to define; in fact, according to Williams, it is "one of the two or three most complicated words in the English language" (Williams, 1983). However, several institutions have attempted to define it for video games. In 2014, the BFI created the Cultural Test for Video Games, enabling studios to get … Continue reading Games and Culture: A National Matter?
Civilization 6 is a turn-based strategy game letting the player pick a historical leader and lead their cities and people to world domination. From a randomised map the player must micromanage their empire and manage their random AI neighbours and frenemies wisely. Are these mechanics enough to call Civilization 6 an emergent game? … Continue reading Is Civilization 6 an Emergent Game?
Grand Theft Auto 5. Persona 5. Call of Duty 4. Civilization 6. What do these titles have in common? They are all AAA, and they are games from long-running franchises. A collective sigh can sometimes be heard when we get to the numbers at the end: "Another one? AAA don't innovate anymore.". Indie games, however, … Continue reading Innovation: Indies vs AAA
What are casual games? They could be described as quick and fun mobile, browser, or console games, easily played and understood. Because of their accessibility, these games are usually marketed at "non-gamers", in other words people who are not traditional gamers and who don't sink hours or days into games, but who could still enjoy … Continue reading Casual Nintendo: the Blue Ocean Strategy
The 1983 video game crash. A sinister sentence for gamers who lived the event or those who recently saw tons of Atari 2600 E.T. cartridges being dug-up from decades in landfill. What was this crash, and did it really almost destroy gaming? In 1982, the home console market looked pretty solid in the US: sales … Continue reading Rewind: Putting the 1983 Video Game Crash in Perspective