"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.
Two totally different tales today.
Kaos Studios, the makers of Homefront, had quite a go of bringing the game to the marketplace, a “death march” as described by Rob Zacny. The story is one about publishing, about promises and expectations, and work. Lots of it:
The last year of working on Homefront was a scarring, miserable experience for many of the people working on it, and even at the time, many of them felt their labor was being wasted through mismanagement. They were the ones getting chewed out by Danny Bilson, hectored by Dave Votypka and publicly humiliated by David Broadhurst. Then they would swallow their pride and put in another 90 hour week.
Zacny, Rob. “Death March: The long, tortured journey of Homefront” (Polygon: November 1, 2012) <http://www.polygon.com/2012/11/1/3560318/homefront-kaos-studios-thq>.
League of Legends has certainly caught fire—quite unlike Homefront—so it’s worth celebrating. Simon Parkin is after an answer in his article: “how did two young graduates with no industry experience raise the millions of dollars necessary to create League of Legends?”
And then…it’s about a tournament. A tournament created and run by Riot, a clear marker of success. It is a celebration.
Parkin, Simon. “A League of Their Own” (Eurogamer: October 24, 2012) <http://www.eurogamer.net/articles/2012-10-24-a-league-of-their-own>.
I’m really not sure how there’s belief that game journalists are incompetent…well, you know. Simon Parkin continues to elevate the bar in terms of what game writing can accomplish. Here’s but a small sample:
“Rare was always looking East at Japanese and Nintendo’s games in particular, with their open-hearted childlike vibrancy and playfulness,” explains Hollis. “Meanwhile, Microsoft had a US-centric style to its games, a flair of machismo and testosterone. For the first decade after the Microsoft sale the major problem for the creativity of the studio has been direction. Looking in from the outside it felt as if neither Microsoft or Rare could work out where it was headed.”
Parkin, Simon. “Who Killed Rare?” (Eurogamer: February 8, 2012) <http://www.eurogamer.net/articles/2012-02-08-who-killed-rare>.