It's that time of year again (i.e. the beginning of a new one) so in keeping with the tradition held by gamers all across the globe, GameCritics.com locked four of its staffers in a very small, uncomfortable room and forced them to come up with a list of 2008's top releases. Unlike years past, there was quite a diversity of high-quality software available with no one title that seemed to build up the kind of critical mass necessary to sweep the industry. Instead, there was a little bit of everything for everyone, and quite a lot of it was excellent. Not a bad situation, any way you slice it.
1UP.com was a very popular gaming website, full of veteran and new gaming journalists and home to my favorite audio podcasts and video podcasts. It was one of the few online gaming sites that managed to flourish after the dot com debacle of the 1990s—some will remember that it was born from much of the remains of Gamers.com. It was under the umbrella of magazine publisher Ziff-Davis, a publisher that at one time published almost every magazine that I bothered to read.
But 1UP.com wasn't making money. Or least it wasn't making the kind of money that Ziff-Davis needed to keep the network and all of its sister websites up and running. Rumors had been swirling for years that Ziff-Davis was in financial trouble, but nothing ever came of them. In fact, many just believed it was the print magazines that would take the fall. And they did, but as we now know, the online outlets would not be spared.
Word dropped yesterday, but the aftershocks are still resonating in game journalism circles. And it is interesting to watch because though from competing outlets, many of the 1UP Network staff had close relationships, both working and personal, with other writers. While reading the coverage from these writers, you can't help but feel their pain and anger while writing about their peers and friends who are now out of work.
The Amendments spell out just what "disability" means, but what's most interesting is the wide variety of things the act defines as "major life activities". They "include, but are not limited to, caring for oneself, performing manual tasks, seeing, hearing, eating, sleeping, walking, standing, lifting, bending, speaking, breathing, learning, reading, concentrating, thinking, communicating, and working." They also involve "the operation of a major bodily function, including but not limited to, functions of the immune system, normal cell growth, digestive, bowel, bladder, neurological, brain, respiratory, circulatory, endocrine, and reproductive functions."
What do these specifications mean for gamers? As Suzanne Robitaille writes in For the Disabled, More Power for Play, the Amendments "will also clarify that a major life activity doesn't just include work. The act expands this definition to include communicating, reading, and other activities of central importance -- such as plain old fun."
Electronic Arts just keeps on trucking in its blitzkrieg-like attempt to make Dead Space into a multi-media franchise. First there was the game, then the animated film Dead Space: Downfall, then talks about a live-action feature length film, and now a comic book. I’m guessing Dead Space lunch boxes are right around the corner…
Anyway, if you’re at all curious as to what the first issue of the six part series looks like, head over to Newsarama.
I am writing you today because one of the (if not the biggest) Game Developers Conferences is reducing diversity programming at an alarming level. So Diversity topics have REALLY been cheated out of GDC this year I feel. I got one tiny and VERY basic talk accepted but we nearly got knocked out completely -- this after getting our best talk scores and feedback ever last year. I've heard similar stories from others in other area of game diversity programming.
I've decided that I'm "running" for a GDC ambassador award[Ed: the ambassador award is at the bottom of the page] because GDC is really squashing out most disability (and diversity programming in general -- Chris Bateman, Noah Falstein, Ernest Adams and I have been frothing at the mouth about this...as I am sure you are as well!). For years I've been trying to get a "game accessibility" award in the Annual Game Developers Choice Awards...and we almost had it. Then things shifted with CMP (now ThinkServices, Jamil left CMP and went to EA, etc. And this year we only had one small proposal on the most basic accessibility information accepted, which I can already read the session feedback now..."Why don't you do the Accessibility Arcade or the more advanced/applied sessions anymore?" There is still need for the basics but if GDC wants to really present "the best of/state of the art" talks then some content control has to be given back to those of us who know what people are currently asking from us. But I digress...
This is definitely not an ego trip thing -- I feel quite humble asking you for your support on this! Because this is not a Gamasutra Reader "voter" award and is instead chosen by an advisory board I am campaigning so every bit of support will help. I just am getting mad at how little attention (and it's dwindling) we (those of us in all areas of gaming diversity) get and I want accessibility to be recognized! And this is the only way I can think of to have an opportunity, if I happen to win, to say on record "next stop? Game accessibility award for GDC awards!" and give props to those who have always been supportive of the accessibility and diversity message.
I, along with members of the IGDA Game Accessibility SIG that I chair, give our blood sweat and tears to keep game accessibility (making sure games are playable by the disabled, the elderly, etc) in the minds of both academia and industry...and we don't get paid for it -- we do it because we believe so strongly in the topic. I've been involved in it for nearly ten years now (before I help start the SIG 7 years ago I did my own independent work on the topic). I've given talks the past 5 GDCs, SXSW, Develop, Montreal, Games for Health and many more industry conferences. Now that I'm finished with my Chapter for Chris Bateman's book I can get back to the SIG book on game accessibility! :)
Michelle Hinn, Chair Game Accessibility Special Interest Group International Game Developers Association Entertainment Consumers Association
There are two things I wish I covered more of here at the site: videogames and comic books. I try to cover games as much as I can, but comics are just stretching myself too thin (despite the fact that I love comics enough to have actually spent a good chunk of 2007 working in a comic shop…)
Despite that, occasionally something comic-related comes along and I’ve got to post about it despite my lack of comic coverage. This news from Wildstorm about a Resident Evil 5 prequel falls squarely into that category.
The guys over at STYD uncovered news that Wildstorm will be releasing a six issue Resident Evil 5 prequel that looks at what brings lead character Chris Redfield to Africa and what “dark burden” haunts him. Rick Sanchez will handle the writing duties with Kevin Sharpe and Jim Clark providing the artwork.
You’ll find Resident Evil 5 at your local comic shop come March 11th. The game hits stores on March 13th.
Ok, we're a little late, but technically you can wish someone a happy New Year until March of that year. So on behalf of GameCritics.com, have a Happy New Year. Hopefully, 2009 will be an improvement on 2008!
Every so often, you hear the word "credibility" come up on a website. For whatever reason, people seem to forget what it means, and when it's called into question, people get awfully uppity about it. The problem is, credibility is subjective. And how to defend credibility is up to the speaker.
Komodo OpenLab's Aibicom, or Asynchronous Interpreter of Binary Commands is a development library for making "binary control applications" that use a single button or switch. Aibicom can control two separate domains at once; thus, Michael Dzura could use Aibicom to play a game of Neverball using only one key:
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