-
Recent Posts
Recent Comments
Categories
Archives
Posts by Author
Recommended Reading
- Bit Creature
- Chungking Espresso
- Critical Damage
- Critical Distance
- Edge Online
- Electron Dance
- First Person Scholar
- Gamasutra
- Game Studies
- GamesIndustry International
- Gather Your Party
- Journal of Games Criticism
- Ludogabble
- Mammon Machine
- Medium Difficulty
- Metroidpolitan
- Nightmare Mode
- Polygon
- PopMatters
- Radiator Design Blog
- Rock, Paper, Shotgun
- The Border House
- The Escapist Magazine
- Unpitchable
- Unwinnable
Meta
Tag Archives: time
What I’m Playing Now: Heroes & Generals, and Verdun 1914-1918
Contrary to Gaines, I’m not a big competitive online FPS player. In fact, I’m quite frankly horrible at them. However, there’s a few games in the genre that I’ve lately enjoyed; the first one was Heroes & Generals, but lately … Continue reading
Posted in Criticism, Erik Bigras
Tagged Battle of Verdun, Cooperation, First World War, Game Mechanics, Heroes & Generals, Online FPS, Roles, Squad-Based, time, Verdun 1914-1918, World War 1
1 Comment
Arguing for the Adoption of Persistent Time in Video Games: Part 1 Rally around the Family
I’m a big fan of DayZ YouTube videos. Although I’ve never played the game (not sure if I have the patience for it), these videos demonstrate the game’s outstanding faculty for emergent narratives: My chart toppers include vehicle ambushes and … Continue reading
Posted in Criticism, Jason Coley
Tagged altruism, building a house, construction, control multiple characters, crafting, Dayz, death, environment, Everquest Next, family, game, games, grow old and die, habitat, hazardous environment, history of player interaction, kinship, making a home, maslow’s hierarchy of needs, massively multiple online, mmo, permadeath, permanent, persistent time, progeny, rally around the family, Rust, scavenging, State of Decay, time, Video game
2 Comments