Interview with Christopher Park

CEO of Arcen Games

One of the things that frustrates me with a lot of games that I play is when I see somebody have a cool idea and then they kind of nudge the idea, you know? And they’re like, “that’s nifty, now moving on” — it’s like whoa whoa whoa wait a second here. We tend to try not only just to fully explore whatever the idea is, but, if we’re given the chance and there’s a lot of community support and therefore post-release content is a thing that can happen then we’ll just keep on trucking and explore every permutation of that idea. I find that really interesting because those rabbit holes can go, just, I’ve never found the bottom of one. Continue Reading

Drawing the Line

Being a contemporary artist comes with the knowledge that a significant portion of society is hostile to what you are creating. When people outside of the insular art world view your work, there is a good chance that they think “that is not art,” even if they are polite enough not to utter it. Lately, I have been hearing similar statements in the game world; that a given interactive fiction, or a role-playing game, or a massively multiplayer game is “not a game.” Sometimes the dismissal seems motivated by a desire to protect some cherished form of game, other times it comes from a more dryly academic desire to define and categorize. Continue Reading

Why Pro Evolution Soccer 6 is

One of My Favourite RPGs Ever

It was a hazy, mid-May afternoon in when PES United faced off against Merseyside Red in one of the greatest games in the English League’s history. It had to come down to this: Merseyside Red had stolen the title from PES United the previous season when PES United’s captain Iouga went down with an injury—and the club’s chances went down with him. In the off-season Merseyside Red swooped in to sign Ordaz, who had made his name with PES United. Continue Reading

How to Talk about Videogames

A Book Review

Video games can resemble movies and mountains, novels and the novelty of a trip to France, and even people. However, because playing them evokes commonalities of form and effect with a multitude of other experiences, society largely treats the video game as a patchwork media monster rather than a distinct medium. In How to Talk about Videogames, Ian Bogost puts forward an initially puzzling idea: that to make sense of what video games are, what they do, and how they do it, game critics should treat their subjects like toasters. Continue Reading

Monkey See, Monkey Do:

Semiotics and Affordances in Monkey Island

Figure 2

At their heart, adventure games are about exploration and discovery. Players must connect with the world around them to solve puzzles and progress forward, making player/game space interaction a key component of the genre. When looking at the design of these games, investigating them through the dual lenses of semiotics and affordances can help describe the subtle nuances of interactivity and game design, which can make or break player experience. According to Saussure (1983), semiotics is the study of signs, symbols and the meanings these have in communication, while Norman (2003) argues affordances describe human interaction with objects and spaces. Continue Reading