The Secret to Sequels

[Originally posted on PopMatters] Video games have a lot of sequels. They have for a long time (Patricia Hernandez, “What’s that? Modern-Day Gaming Has Too Many Sequels? Actually…”, Kotaku, 11 September 2013.). There are plenty of reasons why games lean so heavily on sequels. After all, reusing a successful idea makes for an easier pitch to … Continue reading The Secret to Sequels

Who Needs Interactivity?

[Originally posted on PopMatters] Jake Rodkin, a developer and writer who worked on The Walking Dead: Season One, compared the much lauded series to Twine games at the Practice Conference in New York earlier this month, saying that “Walking Dead is basically the world’s most expensive Twine game.” The statement makes sense. As important as the … Continue reading Who Needs Interactivity?

An Impolite Conversation: the relationship between sex and politics in three games

[Originally posted on The Border House] I recently played a game called Agarest: Generations of War for review (Filipowich, Mark. “Review: Agarest: Generations of War.” PopMatters. Oct 28 2013.). It sucked. Many games are built from the ground up on a problematic premise, baggage is built into them; many of the problems with Grand Theft … Continue reading An Impolite Conversation: the relationship between sex and politics in three games