The economics of virtual worlds have been changing drastically over the past few years. Shannon Drake talks to Kerry Fraser-Robinson, President and Managing Director of RedBedlam, on virtual economics and their upcoming title Roma Victor.
In Japan, the Nintendo DS has had incredible success, and not with the traditional console gamers. Gearoid Ready tells us how the DS is bringing in a new gaming audience.
Though the NES was their breakthrough product, Nintendo's biggest successes have come with the Game Boy line of portables. Brian Easton gives us the history of this venerable hardware line, including the Nintendo DS.
No matter what game you play, one what platform, you always have to consider the interface. For consoles, the gamepad has become the standard. Shannon Drake discusses the driving force Nintendo has been on game controller design, and the upcoming Revolution.
Before videogaming magazines were in wide publication, Nintendo started their own. Jon Schnaars looks at the history of Nintendo Power, and compares it to today's other popular "official" publications.
Warren Spector's four-part series on the current state and the future of gaming continues, looking at the challenges next-generation hardware and internationalization bring.
After an early string games for each of their console systems, Nintendo's Metroid franchise went dormant. Allen Varney details the troubled history of this classic's ressurection with 2002's Metroid Prime.
Before Nintendo released their first home console system, their American branch was in the business of licensing games to other manufacturers. Spanner details a defining moment of Nintendo of America, its legal battle with Universal Studios over Donkey Kong.
"If you ask me, there are two kinds of players in the videogames of life: There are passengers, and there are drivers. The passengers can be found riding the rails of most single player games; the drivers play MMOGs." Mark Wallace looks at the power of player freedom in MMOGs.
Though gaming is certainly being explosed to the mainstream, not all of the attention is good. Shannon Drake talks to Dennis McCauley, editor of GamePolitics.com, on the challenges the gaming industry is facing in the political arena.
"Think about the area in which you live - especially if it is not the United States - and consider the local celebrities, the local films and music. Every so often, they go on to mass appeal and fame, but quite often, they remain as small hits in a single part of the world." Dana Massey discusses the potential for regionally focused gaming.
"On the surface, videogames seem so easy: So easy to stereotype as an anti-social subculture, so easy to peg as a worthless pursuit, so easy to fit into the large scheme of 'corruption.' But the medium Americans thought they knew is changing, pulling the rug out from under assumption." Bonnie Ruberg looks at the maturation of the gaming industry.
Warren Spector's four-part series on the current state and the future of gaming continues, asking "Who are we and who do we want to be?"
"If you can walk, you can dance." Chris Dahlen explores the difference between a "challenging" game and a "cinematic" game.
N. Evan Van Zelfden remembers what it was like to visit Rubacava and wonders what it would be like to return again some day.