By Peter Skerritt on January 6, 2013 - 7:49am.
As we turn the calendar to 2013, I'm faced with a rather significant decision to think on over the next couple of weeks.
By Dale Weir on January 6, 2013 - 6:43am.
Coincidentally, I'm posting Extra Credits video the same week that it was leaked that Sony filed a patent for technology that would ban used or second hand games on its hardware. If true it is evidence of how tightly game companies are still holding onto the old ways of doing things oblivious to newer options. This Extra Credits presentation doesn't criticize such a practice, but it does talk about monetization of games and stress how the industry has moved beyond static price structures. Companies like a Sony (and by extension a Microsoft, a Nintendo and countless third party publishers) would best take notice and evolve with the times.
By Dale Weir on January 3, 2013 - 1:18pm.
This is another interesting episode from the guys and gals at Extra Credits. This time they cover "limitation systems" or "energy systems," systems used to actually extend playtime or the life of a game. Things like this sadden me only because it makes me more aware of how games (and their creator's) these days are trying to manipulate you into spending more money without realizing it.
By Dale Weir on December 18, 2012 - 3:18pm.
One thing that the video game industry needs to be more proactive in is the education of the general public with regards to video game schools or game design programs. When people think of gaming schools, they might think of the ones that get the most coverage like a DigiPen Institute of Technology or Art Institute of Vancouver. However, not everyone gets to attend these shining examples. Some aspiring Shigeru Miyamoto's and Ken Levine's might wind up wasting four years and tens of thousands of dollars at a less than reputable institution. That's where Extra Credits comes in to give some advice for anyone thinking about attending a school to actually become a game creator.
By Brad Gallaway on December 16, 2012 - 10:00pm.
I'm quite happy to say that my oldest son, age 11, will be flying in this weekend to spend Christmas with us. We plan on chopping down a Christmas tree and catching a showing of The Hobbit, but other than that, I think we are going to lay low and just hang out as a family… we may play a few video games as well. Maybe.
By Peter Skerritt on December 13, 2012 - 11:56am.
Here are some things that I took away from what I saw of the VGAs...
By Mike Bracken on December 11, 2012 - 6:28am.
British publisher Titan Books has decided to celebrate the gorgeous artwork that provides the basis for our favorite digital adventures in two new books: The Art of Assassin's Creed III and Awakening: The Art of Halo 4. If you've got a finicky game-lover on your holiday shopping list, both of these books could make fantastic presents.
By Sparky Clarkson on December 5, 2012 - 5:09pm.
Everything is True. Nothing is Permitted.
HIGH Swimming around a pier, climbing a ship, and using a rope dart to hang a target from a yardarm.
LOW As I walk past two men on a bench, I get notified that I have my first pursuer. The whisper noise starts just as one of them gets up and stabs me for 700 points.
WTF Approaching a fort, I found I could no longer hide in shrubs even though I wasn't observed. When I reached the captain, I found only an indicator hanging in the air, without a body to stab beneath it.
By Brad Gallaway on December 5, 2012 - 2:51pm.
If you follow me on Twitter, then you're probably aware that my wife became very ill Sunday and had to be taken to the ER. I know that it's difficult to follow any given story from beginning to end in tweet format, so I just wanted to give a quick update on the whole thing for anyone who was wondering.
By Dale Weir on December 3, 2012 - 9:59pm.
The guys at Extra Credits discuss mechanics as a metaphor or "mechanics with meaning" and for a visual aid, they use an interesting game or non-game called Loneliness. A description wouldn't really do the game justice, but it is well worth your time to try it for yourself considering the game is free.
One of the more interesting things brought up in this two-part series though is the lack of trust game creators show the player. Modern game creators simply do not trust the player to fail, experiment or uncover any meaning (assuming the creators intend for there to be any) while playing. After playing Loneliness you might understand why. It is a pretty gutsy thing to attempt in a free game, imagine how it would be received should you require payment for a similar experience.
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