News & Views
9/12/15-9/18/15
This week’s
News & Views is a landmark! This is the 100th post up on The
Impact Factor! Wow. I can’t really believe it myself. Since I began in January,
I haven’t missed a week of posting articles, reviews, and News & Views for
you all to enjoy. Now 100 posts in and over
5000 page views (!) later, The Impact Factor has been more than I could
ever ask for. I wanted to thank everyone who has stuck with me for these nine
months, either every week or off and on. I’ve loved every second so far. 100
posts is just the beginning! As always, more to come on the horizon. Please
continue on this exciting adventure with me. Love you all.
But now to
the meat of News & Views! I have put together great video game writing
about design principles for online fighting games, a 14-year-old Hearthstone pro, the role of randomness
in games, and how a game can change the way you think about sound. All the
links are below!
And of
course you can check out the brand new episode of The Impact Factor podcast
that was posted today! This week was a landmark for the podcast, too. 20
episodes in and we’re only getting better. In honor of 20 straight weeks of the
podcast, all episodes are up EVERYWHERE.
That’s right, whenever and however you want to listen I’ve got you covered. You
can subscribe to the podcast on iTunes, or if you prefer other methods,
check out our SoundCloud. We’re on YouTube too!
Spotlight
Christian Nutt,
Gamasutra
Worth Reading
Ed Smith,
Kill Screen
Dan Felder,
Gamasutra
Leigh
Alexander, Offworld
Tim Clark,
PC Gamer
IGN
With Comments
Laura
Kurtzman, UCSF
I love when science and games
intersect. Kurtzman gives a nice write up of researching being done at my
school, UCSF, about using games as brain fitness. Speculative and low power
studies have previously suggested a role of video games in improving mental
acuity, but it finally seems like we’re seeing some substantial and
well-controlled work being performed. While training with the lab’s tailor made
3D game, NeuroRacer, the researchers observed enhancements to
cognitive control and multitasking in older brains. Very cool.
Bryant
Francis, Gamasutra
I cling to anything Killian has to
say. I’ve said it here once and I’ll say it again: the guy is a fighting game
design genius. In an interview about his newest game, Rising Thunder (which I still really want to play but is unfortunately PC only :( ),
Killian identifies the three key considerations for designing a fighting game
with online play in mind. The 3 are: accessible controls, designing moves &
movesets around online systems, and creating a good netcode.
Jeremy
Parish, US Gamer
News broke this week about Sublevel Zero, a game heavily inspired by Descent. Descent was a staple in my childhood gaming wheelhouse: I spent hours and
hours scouring the polygonal 3D world. The developer released some gif sets
that brought me right back to the mid 90s when I was playing Descent on the family computer. Sublevel Zero, along with the franchise prequel Descent:
Underground, are both games I’ll be
following closely.
Patrick
Klepek, Kotaku
The more games that feel like Dark Souls, the better. I’ve been watching Klepek’s morning Super Mario Maker streams and man oh man do some of those
levels look tough. But (the good ones at least), look fair. I haven’t seen any
writing that makes me want to pick up Super Mario Maker more than this. The gaming community can produce some really cool
stuff.
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