"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.

 

How Indie Devs Should Talk To The Press

Keith Stuart of Hookshot Inc compiled advice from fellow members of the press on how indie developers can best grab the press’ attention. 

Some tips:

  • tell them why your game’s different
  • use social media
  • open communications well ahead of launch
  • describe your game well (read: concisely)
  • include screenshots in your email
  • make your screenshots action packed
  • use (polite) follow up emails when necessary
  • don’t pitch games that don’t actually exist yet

These tips and more at the link above, with explanations as to why they’re important. Essential reading, indies.

It was becoming a very big thing in my head – there were so many directions that I kept thinking about, and I kinda wanted to do them all – I had this grand, ridiculous idea to make a Hexagon concept album – lots of different stages set to different music, each with different rules and different feels. Every time I heard a new song I liked, I thought of the Hexagon level that would go with it. I felt inspired, and I had to get this game out of my head.

Interview by Simon Parkin, via @KnucklesSonic8.

(Source: hookshotinc.com)

Forging Infinity Blade

A fantastic interview; Christian Donlan presents it masterfully. An excerpt:

If you want to be reductive, Infinity Blade’s a clever combination of sequence-spotting rhythm action and hidden object mechanics, with a little RPG levelling thrown in. You work your way through a mysterious castle battling monsters and grabbing loot, then you buy yourself some new armour and weapons, take a sword in the stomach from the God King, and do the whole thing all over again. It’s an odd combination of ideas, but it feels entirely coherent. Its origin, however, is a little less straightforward.

What origin is that? You’ll need to read the interview to find out!