Multiplayer, Multispeaker: How We Talk About Games

As editor of the second edition of “Critical Discourse” for Critical Distance (please hold your applause to the end) on Danger featuring Gita Jackson, Aevee Bee and Nick Dinicola, I was a part of another exciting letter series.1 I’ve never had any direct contact with Dinicola even though he is a colleague of mine at PopMatters but his work … Continue reading Multiplayer, Multispeaker: How We Talk About Games

Connectivity Issues: Abstraction, Subjectivity, and “Close-Playing”

[Originally posted on PopMatters] The inaugural issue of The Journal of Games Criticism featured an article by critic and author Brendan Keogh that argues for a more eclectic approach to games criticism, one based more on the feedback loop between the player and the text rather than on a strictly formal approach that attempts to create … Continue reading Connectivity Issues: Abstraction, Subjectivity, and “Close-Playing”

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

Missing Objectives

[Originally posted on PopMatters] In over two years of writing for PopMatters, I’ve never scored the review of any game higher than an 8 out of 10, and I’ve only reached that plateau on three occasions. Those three games, Giana Sisters: Twisted Dreams (8 Nov 2012), Expeditions Conquistador (17 Feb 2013), and Hate Plus (28 … Continue reading Missing Objectives