"Don't be a dick." That simple notion is the first of Victor Lucas' 3D rules. The others? Don't dick around and don't hang out with dicks. Some would lead you to believe the games press is filled with dicks. It's not. With this in mind, I seek out the best games writing - from news to interviews to reviews and beyond - and highlight it here.
Theme by Andy Taylor, modified by Aaron Hudspeth.
2012 was a great year for games writing, as this site testifies to. But, for one reason or another, we missed out on posting some pieces of games writing that fit what we’re after—be it smart, funny, pointed, or just plain good. This is a post about some of that writing.
Long reads. Loooooooooooooooooong reads. Reads that take a while.
First up is Dan Amrich’s Critical Path, which is a book about how to write game reviews and sundry. This is a cover quote, free of charge: Amrich’s years of experience writing about videogames are an invaluable resource for aspiring writers. This is the official website for the book.
Several great gaming mags came to an end this year, but Nintendo Power is by far the mag that had the biggest impact on me was Nintendo Power. Here’s the final message from that magazine.
My favourite hard-copy magazine, replacing Nintendo Power, has to be Scroll. Ray Barnholt is a rad dude. The art in this mag is gorgeous.
An interesting and promising mag—with one issue only, to date—is Five out of Ten. Pick it up for a fiver or a tenner.
Here’s a book review that’s worth reading. Here’s another one. The books themselves are probably good too.
Oh, and someone please convince Justin Amirkhani to turn his journey across North America into a book. It’d make a really, really good book.
Go read. It’s a good resolution.
As Amirkhani traipses about America, learning about GAME DEVELOPMENT and silly things like HIMSELF. Recently, he learned that criticism in game reviews is best done constructively:
[A] good review needs to be honest without agenda and offer a snapshot into the design mentality; something that a lot of reviewers can’t provide because they’re so distanced from the actual creation process. Without an understanding of how design elements, good or bad, can make it into a game against the designer’s intent, there’s no place for overly chastising critiques that decry the creators more than the product.
Amirkhani, Justin. “Be Like Burch” (July 3, 2012) <http://gamerunplugged.com/?p=724>.
(You can donate to Amirkhani’s reckless journey by visiting the Gamer Unplugged website and buying him a sandwich.)