"This week's titular question is obviously a silly one. Answer: Yes. Next issue please!" John Walker explains why games can and should make you cry.
Can a Game Make You Cry?
"No longer satisfied with knowing how we can interact with a game, we want to know how a game will interact with us. Newly empowered, we've turned the spotlight on a type of reverse interactivity. Our real-world reactions become linked with our actions in-game, and vice versa. A whole new dichotomy - or at least our awareness of one - has been born." Bonnie Ruberg talks about New Games Journalism.
"The benchmark of a good film or book - for me - is if it evokes some kind of emotion. As an industry, we've got excitement down. It's time to rethink some basic assumptions if we ever hope to grow beyond that." Dana Massey looks at a wider gaming experience.
"Just as a poem doesn't need pictures and a painting doesn't need music, a game needs nothing else apart from its rules to succeed as a work of art." Rob Humble looks at the artistic aspects of game rule design.
There are always certain games brought up, even certain scenes, when the topic of emotion comes into play. Most of these games have set, scripted plots, which make storytelling easier. Mark Wallace looks at emotion in the games with less restrictions.
In their thirty years of existance, Boston has released a score of platinum albums and dozens of popular songs. Kieron Gillen explains why he thinks Boston is also one of the top ten videogame level designers of all time, and explores the sleeper hit that is Guitar Hero.