Interview: A Completely Spoilers-Filled Interview with the Makers of Life Is Strange
Interview: Go Behind-The-Scenes With Gillian Anderson on Star Citizen
News: After Naughty Dog unveiled Uncharted 4’s all-new dialogue option during last month's PSX, a lot of fans wondered whether or not it meant we’d be seeing different endings based on game choices, as we've seen in Life is Strange, Mass Effect, and Until Dawn. Last week, Neil Druckmann confirmed fans' hopes in an interview with the folks at Eurogamer.
Dark Souls remains popular for its challenging single player, and dedicated PVP community. Github user Metal Crow has developed an AI for the PVP aspect of the game, and shows off its talents at this YouTube video. In the write-up.txt file at GitHub, he explains the process, capabilities, and difficulties of programming a bot for what is (ostensibly) a total black box of a game (Pastebinned version to add word wrap and improve readability). Especially interesting is the use of a neural network to train the bot to avoid backstabs.
Gamasutra’s CJ Payne discusses what Dragon Age: Origins companions teach us about social psychology.
Game Maker's Toolkit picks the 5 Bits of Good Game Design from 2015
Gita Jackson writes about Dwarf Fortress, escapism and life as a millennial under neoliberal austerity. I tried the game recently, after Jackson included as part of her Top 10 Games of 2015, so I understood what she meant when she Tweeted "when i first started writing it was a pithy metaphor, and then i realized i wasn't joking"
Gregory Avery-Weir of Ludus Novus examines how strategy optimizes or limits the depth of a game’s systems.
The Guardian's Holly Nielsen wrote about why “sentimental pastoral themes make perfect fodder for video games.” Nielson must be playing different games than I am, because most of mine are set in post-apocalyptic hell holes.
Maxime Beaudoin explains Why I Quit my Dream Job at Ubisoft (Discussion)
Todd Martens of the LA Times asks Do modern console games coddle current players rather than court new ones?
Wired's Jake Muncy writes about the recent metafiction trend in gaming
Zach Gage explains how he’d "evolve" the IGF with a revised set of categories, which all sounds very good, unless you're someone working in the gaming industry that isn't a designer.
Interview: Go Behind-The-Scenes With Gillian Anderson on Star Citizen
News: After Naughty Dog unveiled Uncharted 4’s all-new dialogue option during last month's PSX, a lot of fans wondered whether or not it meant we’d be seeing different endings based on game choices, as we've seen in Life is Strange, Mass Effect, and Until Dawn. Last week, Neil Druckmann confirmed fans' hopes in an interview with the folks at Eurogamer.
Dark Souls remains popular for its challenging single player, and dedicated PVP community. Github user Metal Crow has developed an AI for the PVP aspect of the game, and shows off its talents at this YouTube video. In the write-up.txt file at GitHub, he explains the process, capabilities, and difficulties of programming a bot for what is (ostensibly) a total black box of a game (Pastebinned version to add word wrap and improve readability). Especially interesting is the use of a neural network to train the bot to avoid backstabs.
Gamasutra’s CJ Payne discusses what Dragon Age: Origins companions teach us about social psychology.
Game Maker's Toolkit picks the 5 Bits of Good Game Design from 2015
Gita Jackson writes about Dwarf Fortress, escapism and life as a millennial under neoliberal austerity. I tried the game recently, after Jackson included as part of her Top 10 Games of 2015, so I understood what she meant when she Tweeted "when i first started writing it was a pithy metaphor, and then i realized i wasn't joking"
Gregory Avery-Weir of Ludus Novus examines how strategy optimizes or limits the depth of a game’s systems.
The Guardian's Holly Nielsen wrote about why “sentimental pastoral themes make perfect fodder for video games.” Nielson must be playing different games than I am, because most of mine are set in post-apocalyptic hell holes.
Maxime Beaudoin explains Why I Quit my Dream Job at Ubisoft (Discussion)
Todd Martens of the LA Times asks Do modern console games coddle current players rather than court new ones?
Wired's Jake Muncy writes about the recent metafiction trend in gaming
Zach Gage explains how he’d "evolve" the IGF with a revised set of categories, which all sounds very good, unless you're someone working in the gaming industry that isn't a designer.
No comments:
Post a Comment