Brenda Cooper @ 08-02-2012
Last month I pondered the extent to which the Arab Spring and Occupy Everything are socially-driven acts of creative destruction. Creative destruction is defined as a “process of industrial mutation that incessantly revolutionizes the economic structure from within, incessantly destroying the old one, incessantly creating a new one.” The mutation, in this case, is reactionary responses to established interests, mostly driven by or assisted by social media. Governments and power structures are falling, but the replacements aren’t immediately ready in the wings. Continue reading “New Economies”
Jonathan McCalmont @ 18-01-2012
- The Problem
It does not take a genius to realise that the world of video game reviewing is completely and utterly fucked. Their reputations sullied by an endless cavalcade of scandal and stupidity, video game reviewers routinely find themselves in the impossible position of having to balance the financial requirements of their publishers with the (frequently unreasonable) expectations of their audience, all the while striving to be completely objective, irreproachably fair, amusingly articulate and uncommonly insightful. Frankly, nobody could satisfy all of these demands at once — and, even if they could, I doubt that anyone would care. The age of the critic has now well and truly passed. Continue reading “Hang All The Critics: Towards Useful Video Game Writing”
Tags:
academia,
Blasphemous Geometries,
commerce,
computer games,
criticism,
curation,
discourse,
Jonathan McCalmont,
mediation,
reviewing,
video-games
Brenda Cooper @ 11-01-2012
Most of my recent columns have been about change, from climate change to twitter. Well, this is a start-of-the-year post, and it seems appropriate to take on change in a big way as the year changes. Continue reading “Out of Destruction, Transformation?”
Luc Reid @ 21-12-2011
My life is fairly crammed, and writing time is hard to come by. Today I got one of those precious blocks of time in which I could write for several hours almost without interruption, yet as I fired up the computer, I felt not excited about the prospect, but worried and on edge. I also felt a little unsure: I had several projects I could be working on and was waffling on which one to choose. Continue reading “Better Writing Through Writing About Writing”
Jonathan McCalmont @ 07-12-2011
- Lithium
I’m old enough to remember when video games were comparatively simple things. For example, I remember the side-scrolling video game adaptation of Robocop (1988). Relatively short, Robocop had you shooting and jumping your way from one side of the world to another. Once you got to the end of one world, you moved to another, and then another… and then the worlds started repeating themselves in slightly different colours. These games were simple to understand: you immediately knew what you were expected to do and what constituted victory. Nearly twenty-five years on, video game technology has advanced to the point where games are beginning to acquire the complex ambiguity of the real world — and with this complexity comes difficulty. Continue reading “Skyrim and the Quest for Meaning”
Tags:
Bethesda,
Blasphe,
computer game,
context,
criticism,
Elder Scrolls,
futility,
Jonathan McCalmont,
narrative,
reductionism,
Skyrim,
video-games