Spend too long staring at games and you'll see them staring back at you - with hate in their eyes. These are the things that get Christian Ward's goat about his supposed favorite hobby.
In Going Gold, industry insider Christian Ward casts a critical eye over gaming, breaking down the major issues, events and trends that ultimately decide what games end up on your shelf.
Making games feel right is a very inexact science - one that the proliferation of motion controllers is only going to make more difficult
The world of games journalism is finding itself further and further marginalized from the actual games that people are playing.
Gamers are a very hard lot to please - a problem that the industry is exacerbating through ridiculous hype.
Why don't we make games for anybody but gamers anymore?
Motion control is undoubtedly the future of gaming, but Sony and Microsoft's latest reveals might just give us an even greater insight into what's to come.
Publishers will do anything, including annoying people with endless countdown clocks, to hype a title's announcement. But does all this effort actually make any difference?
When it comes to stories in games, if you're going to do something, do it right - or not at all.
The sales of MadWorld and GTA: Chinatown Wars say very little about the prospects for "mature" games on Nintendo's consoles. But what are the real lessons we can learn from these games?
Is it possible for a good game to not be fun? While Six Days in Fallujah probably won't be the answer, it does raise some interesting questions.
It's time we gamers put aside our insecurities and realize that yes, there's a lot about our hobby that's adolescent and no, that isn't always a good thing.
The industry desperately wants digital distribution to happen - but should the customers?
Why some games sell and others bomb is still a mystery -- and our hazy understanding of the market leads to poorer quality on your shelves.
The shrinking Japanese games market is a warning to the whole games industry that the time for change is now.
The consumer, the media, and the creators - in this season of gift-giving, there are sorely-needed gifts that each of these kings of gaming could give the industry.