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Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
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This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on the politics and practice of game development.
I am always resistant to arguments that suggest that technical achievement is the most important thing about game design change. These pieces offer a different way of thinking about the significance of technical limitations, focusing instead on how it affects the people who make games.
A Letter to Steven Harmon | vextro
leeroy lewin's letter is about a lot of things at once, but what stands out to me the most is that it highlights several different forms of creative self-reflection. It's one game developer talking to another not just about how to develop games, but how to think about game development.
The Overjustification Effect and Game Achievements | The Psychology of Video Games
Jamie Madigan shares some insights into intrinsic and extrinsic motivation that might have major implications for game design.
Against Crafting - Kill Screen
Matt Margini's critique of conventional game design is essential reading, and will be a helpful piece to refer back to in the future.
"Some of us like to think that we pursue deeper, more complex pleasures than the nearly comatose Candy Crush-ers and Clash of Clan-ners at the airport. Crafting systems provide the same affective payoff—another completion; another checkbox—and beg the question of whether that payoff is the only thing we really want. Do we want games to make us feel things, to move us in complex and surprising ways, or do we want them to give us stuff to do?"
The Impossibly Complex Art Of Designing Eyes | Co.Design | business + design
Mark Wilson investigates some challenges and techniques for creating emotive videogame faces.
No Man's Sky and the trickiness of advertising a procedurally generated game - Kill Screen
Amanda Hudgins shares some of the legal theory behind advertising a product with a wide set of possible play experiences.
"ASA would have to take into consideration that those marketing materials were only showing the “ideal” results of the game’s systems. PC Gamer adds that no trailer or screenshots could possibly show the breadth of what the game offered and that the ASA has to accept that all procedurally generated content is inherently unpredictable. And so, according to the lawyers that PC Gamer spoke to, the most logical and likely approach to this investigation will be attempting to distinguish what’s possible and what’s a certainty in the game. If what was shown in the marketing materials is possible in No Man’s Sky, then Hello Games have done nothing wrong, but if the version of the game that was released doesn’t allow for those possibilities then there’s a potential issue."
This is an extract from a full weekly roundup posted on Critical Distance. To see the full post and other great writing and podcasting from the world of games criticism, check out critical-distance.com.
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