Videogame censorship has become a hot-button issue on the American political landscape. Dana Massey explains why American politics can have major effects on the game industry, even in his own Canada or other parts of the world.
What place does economics really have in MMOGs? Sure, the players discuss their economy, but does it really matter in the grand scheme of things? Mark Wallace discusses why it does, and why it will matter even more in the next generations.
The videogame industry is not the first battleground over which the war of indecency was fought. Nova Barlow relates some of the past battles, over music, television and even the internet.
On July 25, 2005, Illinois Governor Rod Blagojevich signed HB4023, also known as the Illinois Safe Games Act, into law. Matthew Hector discusses the problems this will create, for both gamers and retailers, when it goes into effect in January 2006.
The American Army has a perception problem. Once the symbol of patriotism and heroism, its image has dramatically changed over the past decades. Dave Thomas explores this issue, and how they're using video games to try to change it.
One face loves games: They stimulate the economy and provide a great intellectual property export. The second face hates games: They corrupt youth and cause crime. Jason Della Rocca explores this strange duality.
At first impression Wyn appears unremarkable, just your average 21-year old. Pat Miller profiles Wynbertson Ngie, leader of the FFXI TeaStation linkshell, and looks at how online games can offer the same experiences real life social groups do.
Despite their significance, guilds these days are still rather simple constructs. Damion Schubert talks about the challenges the next generation of online games need to meet to fully embrace guilds and their potential.
Since the dawn of online gaming, players have naturally banded together in formal and informal groups. Laura Genender explores these groups, focusing on their most formal form, "guilds."
Within online virtual worlds, most guilds stay small or splinter apart over time. Only a small few manage to form long-term communities of any size. Sean Stalzer discusses the method of success behind his guild, The Syndicate.
Billed as a game of war and conquest, a guild in Shadowbane managed to control the bulk of their world and enforce an iron-fisted peace. Joe Blancato relates his experiences in this guild, and the political machinations that birthed a new conflict.
In the past few years, more and more games have been released that are entirely focused on the multiplayer experience. M. Junaid Alam discusses whether this focus on "Human Intelligence" is always a good thing.
Like classic immigrants' associations, guilds and corps that we form in virtual worlds have an important impact on the kinds of experiences that we get out of them. Mark Wallace highlights similarities between immigration and his experiences in Eve.
In "Don't Roleplay the Bugs," Max Steele related his difficulties adapting pen-and-paper gaming to Neverwinter Nights. Bruce Nielson responds, with a very different set of experiences of his own.
There is something special about the opportunity that a pen and paper game experience allows that has yet to come through in todays electronic games. Julianne Greer relates her first pen and paper experience, with Feng Shui.