News & Views
8/15/15-8/21/15
The Impact
Factor is back again with some more News & Views goodness! As you all know,
each and every Friday I post a compilation of the best stories, editorials and
essays from around the web each week. There’s never a slow week for excellent
video game content, so let’s get right into it! Check out below for pieces
about entitlement and privilege in Final
Fantasy Tactics, an unpopular architectural aesthetic finding its new home
within Minecraft, and how piracy can
provide a future.
And of
course you can check out the brand new episode of The Impact Factor podcast
that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods,
check out our SoundCloud. We’re on YouTube too!
Spotlight
The iBook Guy, YouTube
Worth Reading
David Rudin, KillScreen
Nate Ewert-Krocker, Medium
Ashley Barry, KillScreen
Daniel Starkey, Offworld
Chris Casberg, Gamechurch
With Comments
Robert Yang, Medium
Yang covers an immense breadth of topics in
this extraordinary piece, weaving them together in a way that’s interesting and
thoroughly unique. Yang brings his perspective as a gay game developer and
educator and applies them to thinking about the language of bodies in games.
Check out the link for great thoughts about what bodies mean, what they
represent and to whom, and “performing” bodies in games. It’s fascinating.
Sande Chen, Gamasutra
Chen argues that game developers should not
leave narrative game design choices to chance. Often times more inexperienced
game designers get caught up in open and expansive worlds. Chen makes it clear
that openness should not go hand-in-hand with unguided gameplay. Chen’s
perspective as a game designer and member of the IGDA make for an excellent
piece.
Ben Kuchera, Polygon
Sony has been pretty smartly playing their
cards ever since the humbling experience that was the launch (and first couple
years) of the PS3. PlayStation Plus is a phenomenal service. Up to 6 free games
a month alone is great, but with the PS4 comes access to a lot of other great
features. I regret not buying in earlier. Kuchera writes about the uphill and
potentially unwinnable battle Sony would have faced in trying to copy Xbox Live,
and how Sony has achieved success on its own terms.
Sergey Galyonkin, Medium
This is a piece every game designer and games
writer should read. Seriously. Stop what you’re doing and read this right now.
Through insights provided by his SteamSpy tech, Galyonkin identifies a key
issue with how we think and write about games. There are no “target audiences,”
per se. In most cases, individuals are fans of an IP or series and less so
about genres. It’s stunning that 1% of Steam users account for 33% of total
owned games, and 20% own 88%. When releasing a game on Steam, you should not be
targeting its 135M active users, but rather the 1.3M that buy several games a year.
Crazy. I’m the 1%?
Emma S., Kotaku
Community managing is something I don’t quite
understand, but man oh man is it fascinating. Outwardly, you usually see them
promoting game release and sales, or sharing positive feedback. Dealing with
criticism is certainly a huge part of the job. Handling the scorn of the
internet for releasing ‘the worst PS4 game ever’ is something I cannot even
fathom. Emma S. writes about her experiences as CM for Wander, how
she has no regrets, and her thoughts during the trying times. It’s a great look
into something many of us don’t think about enough.
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