“I do believe that games can be a form of artistic expression, a co-collaboration between player and designer. We have yet to prove we can do meaningful things with this form of expression, but I believe we are at the cusp of a Cambrian explosion of possibilities.” Read […]
I worked in my local library all through junior high and high school. One of the lingering benefits was that for years I knew where all the brand new books were kept: after they were entered into the system, but before they were put on the shelf. It […]
If he feels vindicated, he doesn’t show it. As Marc Laidlaw waits for his co-workers to finish a talk, we sit down at a table in San Francisco’s cavernous Moscone Center and talk about Half-Life 2 (Valve, 2004). Its 1998 predecessor is legendary for pushing the form both […]
If you’ve seen the movie Sideways, you may remember Paul Giamatti’s character discussing his imminent book deal with a certain small-press publisher named Conundrum. “Conundrum?!” I thought between fistfuls of popcorn. “No, it can’t be.” How did Andy Brown — the mensch behind Montreal indie publisher Conundrum Press […]
When I was 11 or 12, at the variety store near my Grandma’s house, I made a life-changing purchase. It was probably Christmas and I was probably killing time until I had to go back to a room full of adults. When I did return to the festive […]
N (MetaNet Software, 2004) is a perfect pop song of a videogame, an addictive platformer in which you use three keys to direct your ninja towards the gold and away from the robots. Its two-dimensional and mostly two-colour simplicity lure you into its cunning level designs and give […]