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Tag Archives: Game design
Coopted Access: The Rise of the Shooter in Video Game Design
This post revolves around a series of paradoxes. Within the realm of information technology, access often is understood as something that should be promoted. However, within the realms of information technologies, increased access often has led to increased centralization. For … Continue reading
Posted in Criticism, Erik Bigras
Tagged Abandonware, Access, Ethics, FPS, Free Software Foundation, Game design, Game Mechanics, Home of the Underdogs, HOTU, id Software, John Carmack, Militarization, Morality, Open Access, Shooter, Video Game History, Wolfenstein
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A Severed Prosthetic Memory by NBA 2K14
The discourse of representation, stereotypes, and racism surrounding video games is fraught, and quite frankly not at all progressive. During “black history month,” I took notice to the number of my Facebook feeds that posted the obligatory Black History Month topics, … Continue reading
Posted in Criticism, Laquana Cooke
Tagged Alison Landsberg, and racism, Bill Russell, black history, black history month, Celtics, Chuck Cooper, Civil Rights Movement, Doris Burke, game criticism, Game design, Game Mechanics, Gender, Hall of Fame, Harlan, inequalities, Jerry West, Kellogg, Lakers, MLK, NBA, nba 2k, nba 2k14, NBA Playoffs, prejudices, prosthetic memory, ps3, Representation, stereotypes, Steve Kerr, Video Game History, Video games, Wilt Chamberlain, Xbox One
1 Comment
A Vulnerable Retrospective: Desolation Games
Welcome to a Higher Level Gamer Critical Retrospective! Retrospectives can take many forms: some focus on a single franchise while others are more expansive. For these retrospectives, I’ll be taking the latter approach. These retrospectives aren’t meant to be best-of … Continue reading
Posted in Critical Retrospectives, Erik Bigras
Tagged 7 Days to Die, Affect, Choice, D&D, Dark Sun, Dayz, Despair, Dune, Emotions, Emptiness, Fallout, Game design, Game Mechanics, Guilt, Kenshi, Loneliness, MechWarrior, New Vegas, Open World, Remorse, Rust, SEAL Team, Story, Twilight: 2000, Video Game History, Video games
3 Comments
Minecraft and the Castle of Uncomfortable Contraptions
Efficiency is a word that’s often hailed as that special thing everyone should try to achieve. When I teach technology-related classes, efficiency is a word tossed around by most undergrads when we ask them about the characteristics of technological systems. … Continue reading
Posted in Criticism, Erik Bigras
Tagged Dungeons and Dragons, Efficiency, Game design, Game Mechanics, Melon farm, Minecraft, Monster spawner, Multiplayer, Railroad, Sandbox, Taylorism, Video games, Voxel
6 Comments
“We Just Want to Make Good Games.”
I’ve been writing a lot for I Search for Traps lately, but through my discussions of table-top RPGs I’ve come across an old question that I’ve encountered when I was studying the world of video games: What is a good game? … Continue reading →