Friday, October 2, 2015

News & Views
9/26/15-10/2/15

Happy October everyone! Fall is here and The Impact Factor is here to keep delivering content goodness to you all. If you missed it yesterday, I made a post about October Scare Fest 2015, my month long plan to watch as many new horror movies as possible! I hope you’ll follow along with me as I watch some (hopefully) great films.

This week’s News & Views features writing about Twitch banning games, headshots in Destiny, how Middle Eastern developers can counteract negative stereotypes, and SOMA’s narrative design.

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
Matt Leone, Polygon

Worth Reading
Alex Handy, Gamasutra

Jason Johnson, Kill Screen

Keith Stuart, The Guardian

Andrew Webster, The Verge

Lars Doucet, Fortress of Doors

With Comments
Robert Yang, radiator Design Blog
Yang writes about Twitch’s hypocrisy on banning streams of his games. Yang explores sexuality and bodies in game unlike any other developer out there, so it seems strange that despite the sexual nature of many other titles that are permitted on Twitch, only Yang’s seem to be targeted. Twitch really needs to get their banned games rules straight, and fast. In general, Yang is a great source of interesting game design and unique perspectives, so keep his work on your radar. It’s fascinating stuff.

Ethan Gach, Kill Screen
Gach writes about a phenomenon that’s all too common for gamers, but if often impossibly difficult to describe. There are moment in games that can resonate deep within your core. Usually it’s small things: like for me, when I hit the baseball on the thickest part of the bat in Backyard Baseball or the dull “thud” of downing an enemy player in Modern Warfare 2. For Gach, it’s Destiny’s headshot. Destiny has extraordinarily satisfying first-person shooter gameplay, and it’s great to see how it can affect its players.

Adrian Chmielarz, The Astronauts
Chmielarz provides a fascinating take on one of my favorite games of the year, SOMA. Through his experience as a game designer, Chmielarz dissects what he sees as the ‘lost layer of narrative design’ in SOMA. That is, how the world isn’t perfectly interactable, which results in moments where immersion and player engagement are (briefly) lost. While the phenomenon he describes didn’t really affect my playthrough, it’s still a treat to read how a game designer reacts to the design of similar titles.

Phillip Kollar, Polygon
Click bait title aside, Kollar’s article really got me think. What if SOMA is better than Bioshock? It is not a question I thought I would ever have to ask myself. But after reading through his points, I can’t say I totally disagree. An important note to remember, however, is that SOMA and Bioshock have totally different emphases and thematic content. SOMA explores parts of old school French enlightenment philosophy whereas Bioshock deconstructs Ayn Rand’s (bs) objectivism. I also appreciated Bioshock’s meta-narrative about that act of playing a game. The one thing I know for sure is that both are must-play, genre-redefining games deserving of your time.

Patrick Klepek, Kotaku
Klepek finds some of the best stories. A Twitter rant about how the electrical infrastructure in Dying Light’s city is completely wrong turned into a hilarious and genuine interaction between a developer and fans. Techland is now building quite a history of awesome social media moments (remember their ‘drink a glass of water, get free Dying Light DLC in response to Destiny’s preposterous Red Bull DLC content?). Cool stuff.

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