Archive for October, 2006

Rules and Realism

I’ve been struck recently by our easy acceptence of supposedly ‘realistic’ games rules and our blindness to their contradictory flaws. Virtual worlds that attempt to recreate ‘realistic’ simulations often feature bizarre anomalies that would be mind bending in real life, yet are instantly assimilated into our gamer brain and dismissed as irelevent glitches. If rockets failed […]

McKenzie Wark Interview in Halo

After the previous post on academic game writing I thought I should really dig around a little more to try to understand how different writers are approaching the subject. One of the most interesting things I found was McKenzie Wark being interviewed on This Spartan Life  about the ideas contained in his soon-to-be-published book GAM3R […]

Modes of enquiry

I had another nice mention in PC Gamer magazine this week, courtesy of the ever investigative Jim Rossignol. It was a brief column touching on  my ideas on game/non game experiences (voiced earlier on this blog). However there was another article by Jim that got my attention too. He pointed out the frequent linguistic divide […]

Instant replay/1-hit wonder

Videogames are not like films, we often play them because we want to interact with and change the course of a story, an event, an experience. However, in most cases this is actually a false promise. My story, working through FF7, Zelda, Half Life, Silent Hill, will be almost the same as any other player. In terms of […]