In our weekly Best of Member Blogs & Comments column, we showcase notable pieces of writing from members of the game community who maintain Member Blogs
on Gamasutra, or post responses to them.
can be maintained by any registered Gamasutra user, while invitation-only Expert Blogs
-- also highlighted weekly -- are written by selected development professionals.
Our favorite blog post of the week will earn its authors a lifetime subscription to Gamasutra's sister publication, Game Developer magazine
Similarly, we will choose one blog comment, responding to either a Member or Expert post, and its writer will also receive a lifetime subscription. (All magazine recipients outside of the United States or Canada will receive lifetime electronic subscriptions.)
We hope that our blog sections can provide useful and interesting viewpoints on our industry. For more information, check out the official posting guidelines
This Week's Standout Member Blogs
- GDC 2009 Coverage
Over a series of six posts, Jim McGinley covered a broad swathe of last week's Game Developers Conference in an equally broad range of styles: bullet points, straight summary, rhyme, haiku-esque brevity, and so on. It's schizophrenic, amusing reporting.
For his effort, Jim will receive a lifetime subscription to Gamasutra sister publication Game Developer magazine
- Walking, Not Violence, Kills Interactive Narrative
Frequent Gamasutra blogger Ron Newcomb suggests that an overwhelmingly common video game mechanic -- walking from point A to point B -- is actually a major impediment to true interactivity and video game storytelling.
- Are Games Unique?
Any major creative form has its own methods of conveying meaning and expression that other forms do not have -- what are those methods in games? It's a question frequently discussed, particularly in the vicinity of events like GDC. As with many good blog posts, one of its strengths is that it kicked off a highly-populated, in-depth discussion in the comments.
- Paul Barnett
Having missed Paul Barnett's GDC talk, I'm not entirely sure what he discussed. After reading Eric Hardman's writeup, I'm still not sure -- but now I sure wish I'd seen it.
- Opinion: Down with Ambition, Less is More
Following up on Rod Fergusson's comments on crunch during his GDC lecture, Kimball asks, simply enough: "Instead of cutting content when crunch begins to creep around, why not just have more realistic goals for the game to begin with? Embrace the idea that your game can be even better by adopting a "less is more" approach." But is it really that easy?
This Week's Standout Blog Comment
- Stephen Dinehart
on Joseph Cassano's 'Flowing flying fun found in Flower'
This week's highlighted blog comment comes from Stephen Dinehart, responding to blogger Joseph Cassano's overview of Sixaxis control in thatgamecompany's Flower
Dinehart's brief comment was a simple anecdote about playing Flower
at work, and the unusual but comforting influence it exerted.