infovore + writing + criticism 27
The IF Theory Reader | The Gameshelf
march 2011 by infovore
"So is it worth reading dusty IF history? Well, I haven't read it yet. But I can say that the book really represents a tour through the past ten years of the IF community's thinking. Some of the essays are from 2001; some have been revised for this edition; some are brand-new. Many have been published in other forms, so if you've been devouring our blog posts and essays for the past few years, you will see few surprises. But if your awareness of IF dates from the last century -- or if you've been following us only casually -- I think this book has something to offer."
if
interactivefiction
games
writing
criticism
reader
march 2011 by infovore
In Print: KillScreen | ben abraham dot net
december 2010 by infovore
"To apply the same point to videogames, ‘we’ are exceptionally good at the analytic mode and extremely poor at the rhetorical persuasion. As a cohort, we’re remarkably analytical. There are not many writers, bloggers, critics, etc of videogames who are either committed to the persuasive communication of the veracity of their feelings, moods, and strange hunches about videogames, but there sure is a lot of people willing to point out the textual or dramaturgical features of XYZ latest game." This, many, many times over. It's one reason I tire of so much wordy criticism at the moment: it is exhaustive, but lacks direction. (This, for me, was the gap between my first years at university and my final year: finding the courage to make my own arguments, rather than just synthesizing everything around me).
writing
games
criticism
analysis
december 2010 by infovore
Fullbright: Quick Hits 2
april 2010 by infovore
"For instance, when a film critic with a Twitter account says that video games are not art, the natural followup becomes, "Well then... what is art?" And suddenly we're in some goddamn flourescent-lit student lounge, sitting on a nine-dollar couch across from a dude whose shirt is self-consciously spattered with daubs of encaustic, hip-to-hip with the girl who stamped each page of a copy of The Feminine Mystique with an ink print of her own labia, hearing the guy over our shoulder mention Duchamp for the sixth time this week, and it all just needs to stop right now." Well said, Steve.
stevegaynor
art
games
videogames
writing
criticism
stopitalreadydudes
april 2010 by infovore
The Brainy Gamer: The servant and the someday song
november 2009 by infovore
"...sometimes I fear our endless preoccupation with making the case for video games is self-defeating. It feels defensive and, at its worst, produces a kind of micro-culture obsession with analysis: a 24/7 bloggo-Twitter tilling and re-tilling of the same small plot of dirt. In this self-absorbed environment, each new game's worth is measured by its ability to move the needle on emergent narrative, artistic expression, genre refinement...or whatever criterion we're applying this week to prove games matter to people already convinced." Yes. Not the reason I've been taking a break from writing about it, but something that plays on my mind before I put fingers to keyboard.
games
writing
criticism
michaelabbott
blogs
navelgazing
november 2009 by infovore
The Neil Kulkarni guide to being a record-reviewer / In Depth // Drowned In Sound
july 2009 by infovore
"Accept that everything you say will be forgotten and ignored but write as if you and your words are immortal. Don’t just describe but justify – make sure the reader knows WHY the record exists whether the reasons are righteous or rascally. And always remember you’re not here to give consumer advice or help with people’s filing. You’re here to set people’s heads on fire."
writing
criticism
reviewing
journalism
advice
tips
july 2009 by infovore
Well Played 1.0: Video Game, Value and Meaning | ETC-Press (Beta)
may 2009 by infovore
Well Played is now out, and can be read online and purchased from Lulu. It's exactly the sort of thing I've wanted for a while - a reader for videogames, and for the actual experiential side of them - and it's got some great authors contributing pieces on a host of games. Worth your time, for sure.
games
writing
reader
stories
books
publishing
analysis
criticism
may 2009 by infovore
Gamasutra: Greg Costikyan's Blog - Twiggy Game: Will Videogaming's Future Look Like Boardgaming's Past?
may 2009 by infovore
"The Twiggy Game is a charming cultural object from a bygone era; it's also a stark representation of what went wrong with boardgames, and a stark warning for what can go wrong with games as a whole -- at least, if we fail to inculcate, in ourselves and in others who love games, an aesthetic that prizes something beyond the brand." Costikyan on the dangers of games having a 'lack of culture'.
culture
criticism
gregcostikyan
games
writing
history
may 2009 by infovore
Versus CluClu Land: Against my Better Judgement, I Discuss Citizen Kane and Maybe Art
april 2009 by infovore
"The problem with all this is that we're asking the wrong question. The “are games art?” question is boring...
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase.
art
videogames
criticism
games
iroquoispliskin
writing
citizenkane
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase.
april 2009 by infovore
Cruise Elroy » The game that was a book
april 2009 by infovore
"As I tried to unravel Braid’s interstitial text I realized that solving the puzzles and understanding the text required very similar approaches. Their concealed machinations and thematic ambiguities are teased out using the same mental processes, and are part of the same overarching search for meaning. In a way, I was “reading” everything in the game. It’s not the unification of narrative and gameplay that we’ve come to expect, but it’s a refreshing and effective one." Dan Bruno has an interesting perspective on Braid; not sure I agree with it entirely, but the feelings he describes are certainly familiar.
games
braid
literature
writing
criticism
exploration
comprehension
april 2009 by infovore
Alex Payne — Mending The Bitter Absence of Reasoned Technical Discussion
april 2009 by infovore
"Usenet, IRC, forums, blogs, and now media like Twitter have all been black-marked as houses unfit for reason to dwell within. And so we roll our eyes, sigh, and quietly accept the idiocy, the opportunism, and the utter disrespect for our peers and ourselves that is technical discussion on the Internet. This need not be the case. It is possible to have a reasoned technical discussion on the Internet. People do it every day, particularly in smaller online communities where social norms are easier to enforce. We can do it."
programming
discussion
argument
rhetoric
criticism
conversation
writing
alexpayne
april 2009 by infovore
Well Played - Forthcoming: 2009 | ETC-Press (Beta)
april 2009 by infovore
"The goal of this book is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis. By inviting contributors to look closely at specific video games and the experience of playing them, we hope to clearly show how games are well played." Looks fantastic - great selection of writers, great selection of titles, and what the games canon needs. More Like This, please!
games
writing
books
publishing
criticism
analysis
experiential
april 2009 by infovore
Grand Text Auto » The Tell-Tale Brick
february 2009 by infovore
"This is not a book about the VCS, nor breakout, nor video games and video game culture; it is a chronicle of the experience of that entity we might call “the player.” Oddly, there is little I can take from it in terms of approaches to video gaming or thoughts on the VCS Breakout. But it did enlarge my perspective and help me think about physiological, cognitive, and, let us say, monomaniacal aspects of video game play. Nervous, very dreadfully nervous Sudnow has been, but why would I say that he is mad?" Sudnow passed away very recently; I really ought to read his book, more than ever.
games
writing
criticism
books
arcade
davidsurnow
ethnography
breakout
february 2009 by infovore
LRB · John Lanchester: Is it Art?
december 2008 by infovore
Lanchester writing about games, from the point of view of a smart person who's actually played the games he described. I certainly don't agree with all his points, but I don't disagree with them all, and he's not mouthing off: he's making smart connections and indicating more than a passing familiarity with the medium. Might write a tad more on this.
games
writing
culture
criticism
art
lrb
johnlanchester
december 2008 by infovore
Farewell: Maggie Has Left the Tower
december 2008 by infovore
Bye, Maggie Greene. You made Kotaku a much, much better place, and you'll be missed. After your sabbatical, please get back to writing about games somewhere.
games
writing
criticism
blogs
kotaku
maggiegreene
december 2008 by infovore
The Problem with Games Journalism: Part One | Snappy Gamer
december 2008 by infovore
The comments thread on this is pretty epic, and I'm really not wading into that one. Suffice to say: it's quite a while before somebody mentions the word "criticism", and it's not in the main body of the article at all. That's the important word, to my mind.
games
writing
criticism
journalism
rant
misguided
december 2008 by infovore
Keith Stuart: Do game reviewers really understand innovation? | Technology | guardian.co.uk
november 2008 by infovore
"The 'better sequel' mentality is damaging both to the games industry and to the quality of games journalism. It is a deferral of critical responsibility, a patronising pat on the head for the developer who dared to dream and fell short in some mythically vital way. I don't want to be frustrated by dodgy controls either, but then I'm willing to blunder through if I'm going to get an experience I never had before." And this is why I've been sticking with it; I think Keith is on the right lines with this quotation.
games
innovation
criticism
writing
keithstuart
review
mirrorsedge
november 2008 by infovore
GameSetWatch - Opinion: Fallout 3 - Escape From Vault 101
november 2008 by infovore
"Fallout 3 is a tribute to intent. It's not a rallying cry for any cause or even a cautionary tale about the hypothetical horrors of nuclear holocaust. It's a statement on the worthlessness of inaction. It's about not staying in the vault."
vault
fallout3
games
writing
bethesda
criticism
november 2008 by infovore
GameSetWatch - On PixelVixen707, Brinkvale Insane Asylum, & Slow Burn ARG Craziness
november 2008 by infovore
"Wow. Ever get the feeling you've been thrown for a loop? I did just that, when I worked out that GSW commenter and erudite game blogger, PixelVixen707, appears to be not just a smart game blogger, but a fictitious front for some kind of damn weird ARG/online story." Down the rabbit hole we go, again.
arg
criticism
games
writing
rabbithole
journalism
november 2008 by infovore
Patsquinade - How my not-great plot happened: a mini post-mortem
august 2008 by infovore
"An interesting article at Rock, Paper, Shotgun tackles BioWare's tackling of issues tackling modern society, tackling one of my Mass Effect plots in the process. I responded in the comments, and after looking at how much I yammered on, I figured it was worth posting here as a look inside how these things get into the game, and why some things that seem dumb get done." Patrick Weekes follows up the RPS post criticising his own plot elements with some frank self-criticism, and some interesting explanations; a reminder of how hard creating any kind of meaningful choice can be.
rockpapershotgun
writing
games
masseffect
bioware
criticism
postmortem
plot
story
narrative
choice
august 2008 by infovore
Feministe » Hair-pulling and braid-weaving
august 2008 by infovore
"It seems to me that Tim and the nameless characters of the epilogue represent archetypes of some kind. They don’t stand in for every man and woman, certainly, but they’re emblematic of a certain kind of dysfunctional relationship, one where “I’ll protect you” turns into “I’ll control you.”" A smart, sharp reading of Braid, that understands its gameiness.
braid
games
criticism
writing
critique
narrative
august 2008 by infovore
Versus CluClu Land: O Tempora! O Mores! (pt. 1)
july 2008 by infovore
"...arguments of this exact form have been raised against nearly every distinctly modern art form." Barber's book sounds interesting, if flawed. Pliskin's criticism is, as ever, good. It's getting exhausting linking to him.
culture
criticism
consumption
consumerism
writing
marxism
benjaminbarber
games
play
childishness
society
july 2008 by infovore
Versus CluClu Land: Gamers are Maximizers of Utility
july 2008 by infovore
"I thought this decision to attach a reward to the choice represented a failure of nerve on the part of the designers ... wedding a gameplay-reward to a decision that ought be governed by one's sense of character and motivation."
iroqouispliskin
criticism
games
writing
gta4
narrative
gameplay
storytelling
reward
july 2008 by infovore
'Grand,' but No 'Godfather' - WSJ.com
july 2008 by infovore
Junot Diaz on GTAIV in the Wall Street Journal. Excellent writing, on the nature of good vs. great and great vs. seminal; on what art does to us; on how it needs to go farther. Smart, engaged, written by someone who gets culture and who *plays*.
junotdiaz
criticism
writing
games
play
gaming
gta
gtaiv
narrative
art
july 2008 by infovore
Industry Apologetics: It's Not Just A Game
july 2008 by infovore
"“It’s only a game” is a phrase that agrees with all of those who ever looked down their noses at the medium... who want to promote the kind of prejudice that will keep games from ever achieving widespread respect for everything they are."
games
play
culture
society
writing
criticism
media
kotaku
mainstream
july 2008 by infovore
Crispy Gamer - Column: Print Screen: "Dungeons & Desktops" and Writing Gaming History
june 2008 by infovore
"it's a shame that a book as significant and thorough as [this] isn't better than it is, a victim of poor editing, poor organization, and a frustrating inconsistency, as the book veers from true history to trite encyclopedia..."
games
rpgs
criticism
writing
computer
june 2008 by infovore
Amazon.co.uk: This Gaming Life: Travels in Three Cities: Books: Jim Rossignol
january 2008 by infovore
Wow. This looks great. Add to cart...
games
play
criticism
book
writing
january 2008 by infovore
New Statesman - Imaginary friends
december 2006 by infovore
"To conflate fantasy with immaturity is a rather sizeable error. Rational yet non-intellectual, moral yet inexplicit, symbolic not allegorical, fantasy is not primitive but primary." Ursula le Guin on fine form in the NS.
ursulaleguin
fantasy
sf
writing
fiction
literature
essay
criticism
children
reading
december 2006 by infovore
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