Quote of the Day
I view video games as something of an emotional therapy…it can be a relief, a kind of decompression to just play some video games. If I’m having some negative thoughts or negative feelings, videogames are one way in which I can release that energy in the context of the illusion of the game. I feel better afterwards. The aggression that comes out in the video game satiates whatever desire I might have to express that feeling. For me, that’s very skilful because when I do that I don’t have to go and hit anyone over the head.
–The Karmapa Lama, Trinley Dorje, who according to the Times of India remains “the only senior Buddhist leader recognized by Beijing, the Tibetans and India.” In a 2008 Time Magazine article, he was described as a “baby-faced 22-year-old who may be Tibet’s next great hope.”
(Via Game Politics)
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Tags: game culture, video game virtues
Game Reader is Back!
Game Reader is back after a long hiatus. Unfortunately, I am too busy to write op-eds or particularly long posts at the moment. For the time being you can expect updates that follow the original mission of this site: namely, to scour the web for the best and most thought-provoking gaming articles I can find.
The goal of this site has never been to provide a comprehensive portal of gaming news, reviews, and previews. If you want to discuss the merits of the latest DC Comics gaming adaptation there are plenty of other sites that will suit just fine. Indeed, one could argue that there are too many of these sites around–all covering the same ‘breaking news’ on the same games, at the same time, with the same kind of fanboy hyperbole. The goal of Game Reader is to cut through this clutter in order to highlight important and thought-provoking essays, reviews, and discussions taking place in serious gaming communities around the web. Eventually I want to get back to work on my own commentary and thus hopefully add to this ongoing conversation.
For now, however, I’ll be connecting you to intersting and important game reading from around the web. Since I look at dozens of articles a day, and don’t have time to post about all of them individually, I’ve decided to separate the site into 2 separate sections. The main section (which is the blog itself) covers articles and/or events that I consider especially interesting and strongly recommend you take a look at. The second section is at the bottom of the sites homepage, and is titled “Reading List.” These are worthwhile articles that I’ve shared via Google Reader account and is updated daily (usually more than once). Remember to follow me on Twitter for updates on both of these sections in addition to my Twitter-exclusive commentary.
Lastly, make sure to let me know what you think about the changes to the site!
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Tags: Site Updates
A new academic journal focusing on game design pedagogy has been announced on Water Cooler Games. It will be led by Rochester Institute of Technology professor Stephen Jacobs, who described it thusly:
CGER will be a peer-reviewed academic publication addressing issues that concern the teaching of game design and development including, but not limited to, curriculum organization, teaching techniques (e.g., conceptual vs. exemplary), game typology, societal impact, economic and commercial issues, legal aspects, and student evaluation that are of interest to faculty and institutions involved in the education and training of future game developers.
Usually when the words “game” and “education” are found in close proximity, it means that somewhere in your vicinity there is a “hip” school teacher who likes to dilute his lesson plans with a pinch of gameplay. Alternatively, it could refer to the justification a parent gives himself for not doing anything about his child’s gaming habits (“sure, playing for 12 hours seems unhealthy now, but he’s actually getting smarter by the hour!”). The journal in question, however, refers to game education as the study of game-making. Which is probably good news to readers of this blog.
Submissions for the first issue will be accepted until December 1, 2009.
(Hat tip: Game Politics)
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“Easy to Use and Incredibly Difficult: On the Mythical Border between Interface and Gameplay”
An interesting article by Jesper Juul on the complex relatioship between ease of use and challenge in video games. Here’s the abstract:
In video game literature and video game reviews, video games are often divided into two distinct parts: interface and gameplay. Good video games, it is assumed, have easy to use interfaces, but they also provide difficult gameplay challenges to the player. But must a good game follow this pattern, and what is the difference between interface and gameplay? When does the easy-to-use interface stop, and when does the challenging gameplay begin? By analyzing a number of games, the paper argues that it is rare to find a clear-cut border between interface and gameplay and that the fluidity of this border characterizes games in general. While this border is unclear, we also analyze a number of games where the challenge is unambiguously located in the interface, thereby demonstrating that “easy interface and challenging gameplay” is neither universal nor a requirement for game quality. Finally, the paper argues, the lack of a clear distinction between easy interface and challenging gameplay is due to the fact that games are fundamentally designed not to accomplish something through an activity, but to provide an activity that is pleasurable in itself.
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Tags: game criticism, game design, game studies
I received this invite from Gallery Nucleus today and it is somewhat related to game culture so I’ll pass it along. Remember to go to the contact page if you have any similar info on upcoming shows.
A KISS FROM TOKYO Art Exhibition and Book ReleaseJuly 3, 2009 – July 14, 2009
Opening Reception: Friday July 3, 2009 (7 pm – 11 pm)
Admission is free.
Complimentary martinis served with live DJ.Gallery Nucleus hosts a retro-inspired exhibition and official book release of The Seductive Espionage: The World of Yuki 7.
The book and exhibition of the same name, is the brainchild of artist/ illustrator Kevin Dart. Yuki’s world has been brought to life through a collection of artworks, stories, faux interviews and trailers.
On July 3rd, get acquainted with Yuki 7, a cute little 60’s spy girl from Tokyo. Seductive, intelligent, and charming, she romps through each film, vanquishing villains while impeccably dressed and looking fabulous.
Don’t forget to checkout the sweet trailer as well.
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Tags: arts, exhibitions, game culture
The Making of Final Fantasy VII
From Edge:
“This was undoubtedly the game that changed everything.” Yoshinori Kitase, director of the most important RPG ever, has cause for hyperbole. “We felt a wind of change inside the company during the development process. There was this incredible feeling I’ll never forget: we were making a new thing… making history. Imagine.” He pauses. Imagine.
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50 Great Indie Games

There used to be a time when games were made by one individual. In fact, Shigeru Miyamoto is often cited as the first person who designed and directed a game without any knowledge of programming. From then on, games began to get more complicated and the technical challenges during the development process required an ever-greater level of expertise and specialization. Nowadays, it is not uncommon to have hundreds of people working on a game at any one time.
These big budget games will not go away of course, but it is interesting to see how the trend towards larger development teams seems to have slowed down somewhat in recent years, while indie developers–which may consist of a single person working out of his dorm room or a “staff”of a couple of dozen (probably working out of their rooms as well)–seem to be increasing in number by the day. There has never been a better time to be an indie developer, thanks largely to the emergence of affordable and easy-to-use development tools such as Game Maker, not to mention the fact that the internet has made the concept of “distribution costs” all but obsolete. Indeed, it is a great time not only for aspiring game developers, but also for adventureous gamers who want to try more experimental and conceptually expressive approaches to game design.
Of course, a select few of these “experiments” end up as truly great games. Some of these games will fail miserably, while others might present a novel gameplay concept that may be fleshed out in a later effort. But there are also some real gems that surpass our expectations and expand our notion of what games can achieve as a medium. This is what drives us to keep searching for the next great indie game, even though we know all too well that most of what we’ll encounter along the way will be mediocre at best.
The hard part is beginning the search, which is why this list of 50 great indie games (first published by Derek Yu in this guide) is such a godsend. For newcomers, it serves as an excellent introduction to the indie game scene; and for non-newcomers, it remains an excellent guide to the many great games we’ve yet to play. Better yet, there is a brief description next to every game that explains why each is important in its field. Oh and did I mention that most of them are free? There’s really no excuse not to try them out.
Speaking of which….I should probably end this post now so as to keep working my way down the list. Okay, post ended.
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Tags: free games, indie games, video games
Tetris Turns 25
Ever played a Soviet video game? Of course you have! It’s Tetris, quite possibly the most played game of all time, and arguably the closest thing to a “perfect game design” that the world has (will?) ever seen. Alas, the game’s creator, Alexey Pajitnov, never saw a penny from the unprecedented global phenomenon that he created (everything went to the Soviet government).
The way in which Western game companies discovered and acquired the rights to Tetris has to rank as one of the strangest Cold War-era stories ever. David Sheff’s amazing biography of the early days of Nintendo dedicates an entire chapter to this insane East-West encounter, where several important players in the game industry fought each other while trying to charm the Soviet government, which in turn grew increasingly suspicious of their motives, since they could not understand why a bunch of random capitalists appeared so eager to purchase rights to the game.
By the way, Sheff’s book is an absolute must-read for anyone that’s even remotely interested in gaming or Japanese culture in general.
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I’m not sure what to think of No More Heroes : Desperate Struggle. The original No More Heroes took me completely by surprise when it came out in 2008. I was expecting a sword-waggling action game and what I got instead was a darkly funny and deeply unsettling excercize in idiosyncratic game design and storytelling. The game is also one of the few video games that tries to address (in a critical manner) gaming culture itself.
So why am I worried about the sequel? Well, the fact that there even is a sequel is somewhat baffling, since the first game ended on a deeply fatalistic note that would seem to preclude this possibility. It is troubling that Suda 51 would undermine the dramatic power of that ending by arbitrarily continuing a story that had already concluded so brilliantly. But I’m not going to pass judgment on this until I play the game–let’s hope he proves me wrong.
Alas, what really has me worried at the moment has to do with the genral tone he has been taking in recent interviews, where he seems to be implicitly apologizing for things that, if anything, should be celebrated. IGN’s interview, published yesterday, is only the latest example:
IGN: How has the open world changed or been enhanced over the first game?
Suda 51: Rest assured that the city of Santa Destroy has been much improved and will offer you many more interesting opportunities. Sorry but I can’t discuss the details yet, you will find out more about this soon.
[...]
IGN: How have you enhanced the graphics over the first title?
Suda 51: We certainly think the graphics are better, you can be the judge.
The game did have ugly graphics and a laughably plain open world environment–a San Diego-esque city called Santa Destroy (Suda 51 tends to like names that are equal parts cool-sounding and absurd)–that functions as a hub but looks like an half-finished Nintendo 64 version of GTA: San Andreas. This crude presentation, however, fits in quite nicely with the themes explored later on in the game. For example, the generic architecture and empty sidewalks in Santa Destroy, rather than ” lacking polish,” can in fact be understood as a darkly sardonic portrayal the world as Travis sees it, one that is characterized above all by the general helplessness of his situation (e.g., living with his cat in a motel room, working at horrible part-time jobs for very low pay, sexually frustrated and lacking a partner), which he then attempts to transcend by entering the assasin’s tournament at the behest of an attractive French woman who recognizes his desperation.
It doesn’t take too much imagination to make artistic sense of No More Heroes’ graphical “problems;” and yet, part of what gave the game its ‘cool’ edge was the apparent indifference of its creators to geeky concerns such as “graphics” in the first place. Jesse Costantino made this point beautifully in his review for Game Revolution:
It’s as if to say, “HD? Who the ‘f’ needs that? We’ve got blood, money, chicks, cars, guns, swords, and endless amounts of fun. We’ll leave the pretty graphics to the pretty boys.”
He calls this type of gamer a “pretty boy,” though my preferred term is “dork.” It doesn’t matter: we’re speaking about the same person. It is the kind of person that complains about NMH’s part-time jobs because they aren’t “fun;” the kind of person who was devastated when he first realized that Bioshock did not include online co-op; in other words, it is the sort of person that will never accept (or understand) a game like No More Heroes, regardless of what Suda 51 and Grasshopper Manufacture do to try to appease him.
Ultimately, my fear is that Suda’s implicit recognition of graphical “shortcomings” in this interview might also extend to everything else that was so brilliant about the original game. Let’s hope not. After all, the first game evidently had a large enough audience to warrant a sequel, so it would make little sense to risk alienating these fans (not to mention compromising his original vision for the series) in pursuit of acceptance from the pretty boy demographic.
Suda doesn’t need them, nor do they need Suda. And fortunately for us, these gamers are currently distracted by Halo spinoffs, E3 “booth babes” and the like, so there is still plenty of time to ignore them.
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Tags: E3 2009, game criticism, video games
Microsoft has unveiled a “breakthrough sensor” for Xbox 360 that “detects 3D movements and voices,” codenamed Project Natal.
A press release explains: “Compatible with any Xbox 360 system, the ‘Project Natal’ sensor is the world’s first to combine an RGB camera, depth sensor, multi-array microphone and custom processor running proprietary software all in one device.”
Perhaps this is exciting news. Sure, it’d be far more exciting if the company that announced it were not also responsible for such dehumanizing horrors as Windows Vista, Internet Explorer, and the Start Menu. But the idea of controlling a game with your body–if it works–does seem like the natural progression of the motion control pioneered by the Wii.
It remains to be seen, however, whether these modes of control will enrich the experience of playing games. Are they advancing the form or simplifying it for the benefit of the (rapidly aging) non-gaming masses?
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