Myths and misconceptions swirl around the videogame industry in a cloud of misinformation. C. J. Davies breaks through that mist and shines light on a few common videogame myths.
You see that cute little baby seal? Chuck Wendig wants to punch that seal in the mouth because Crysis locked up on him. Again.
When a fanboy enters any conversation about videogames, all relevance and meaningful discourse stops. Matt Meyers posits that we should all stop acting like fanboys when we are trolled by Jack Thompson or Roger Ebert.
Spend any time on the internet speaking to gamers, and you're going to be called a noob at some point. Bryan Lufkin examines the phenomenon of many gamers' unsympathetic attitude towards those with less experience, or anyone, really.
A job in the videogame industry is highly prized, but it's not all fun all of the time. Mur Lafferty shows us why playing a bugged game or reviewing bad games makes it just like any other job.
There is one form of social games that has been around for a very long time: board games. Rob Zacny tells us how many game designers and players are paying more attention to the simple social interactions had around a board with some plastic pieces.
It's a little known fact that the creative head of Zynga is Bryan Reynolds, the man who brought us Civilization 2, Alpha Centauri and Rise of Nations. Russ Pitts sat down with Reynolds and asked him why making Facebook games is his focus right now.
Game designers can be stubborn. Erin Hoffman points out how denying tools like audience-tracking metrics and decrying that games are too artistic for Facebook, as well as stereotyping FarmVille players, allowed startups to steal what was rightfully theirs.
On the surface, no gamer finds anything of value in games on a social platform. Wendy Despain dissects just how our brain is tricked into having fun with FarmVille or Happy Aquarium.
The lessons learned in a strict, military environment can affect a person for the rest of their lives. Nicholas Branch's experience in the 75th Ranger Regiment tells us that it makes no difference if the military environment is in a "Realism" unit playing over the internet.
The Sims might just be the most ambitious roleplaying game ever created. If that sounds crazy to you, Troy Goodfellow will prove you wrong.
Perspective switches from first- to second- to third-person all within the first five minutes of Max Payne. Robert Buerkle examines this unique phenomenon in videogames and how the blend creates a positive roleplaying experience.
Strategy games don't always lend themselves to playing a specific role, yet Alex Donks tells the story of his tyrannical empire's rise and fall in Master of Orion II, all due to the hubris of its leader.
Professional wrestling has portrayed clear-cut villains for over a hundred years. Colin Rowsell examines the history of faces and heels in pro wrestling and how its simple storytelling techniques inform videogames.
Almost every modern videogame with a story or plot has a major villain or boss to be defeated at the conclusion. Rowan
Kaiser pines for a time when this was not always so, such as the RPG masterpieces Ultima IV and VI.