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Horror Ramblings
E3 Reports2006Chris' E3 2006 Impressions Nintendo shows the other kids how games should be made. 2005 Chris' E3 2005 Impressions "Next Generation" isn't how you spell "innovation." 2004 Chris' Post-E3 2004 Impressions The expo was packed with excellent graphics and limited innovation. 2003 Chris' E3 2003 Report There were some damn cool looking games that year. I talk about them. Interface SeriesInterface is an online academic journal created to study the effects of technology and the internet on culture. I wrote a series of articles about the game industry (most of them are not horror related), which you can find below. Note that the target audience for these articles is people who are generally unfamiliar with video games, and so some of them may seem to state the obvious.2007 Game Design for Managers I discuss resource management as a fundamental mechanic in video games. The Independent Army Video game programmers are often cut from the same cloth. No Status Quo for Nintendo Why the Wii makes some developers uncomfortable, and why that's a good thing. 2006 Snap, Crackle, Crunch Time Crunch is a systemic problem in the game industry. Painting into the Corner of the Conventional I discuss why market forces make innovation a financial risk. Defining Challenge Can we define groups of games based on the type of challenge they provide? 2005 Shadow of a Doubt Can games be art? Sony's new platformer says "yes." The Great Internet Quandary How I learned to stop worrying and love the blog. Deceiving Intelligence AI in games is designed to be fun, not smart. Humorous Diatribe Aimed At Disenfranchised Romantics 25 And Up A rant about how the game industry, like Hollywood, produces content for an audience that represents the lowest common denominator. The Problem With Reality If games are supposed to be an escape, why is realism important? Culture-Conscious Nightmares I examine the differences between American and Japanese horror. The Role of Culture in Video Game Characters A discussion of the differences between character designs from Japan and those prevalent in the US. 2004 Balancing Game Mechanics and Narrative A discussion of the dilemmas game designers face when they attempt to integrate mechanical challenges with narrative. Horror as a Catalyst for Change I argue that the horror genre is a model for the future of video games. Game Communities I rant about how online games are flawed by their own users. 2003 The Evolution of Video Games An overview of how games have changed in the last twenty years. |
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