By Simon Carless

This Week In Video Game Criticism: A Far Cry From Burnout

[We're partnering with game criticism site Critical Distance to present some of the week's most inspiring writing about the art and design of video games from commentators worldwide. This week, Ben Abraham discusses Far Cry 2, Burnout Paradise, and what not to do in game journalism.]

Quintin Smith is a games journalist type, and here’s part 2 and part 3 of his advice to future games journalist types, “What not to say”.

Elsewhere, Paul Bauman -- writing on his Destructoid blog -- says that "gaming... appears to be entering the awkward, slowly evolutionary, 'teenage' phase of its development". It’s an interesting point he raises about the emerging bifurcation in game development, and argues that the indie game scene’s rise has contributed to, "…some very productive and encouraging moments of critical dissonance where expectations developed in one arena have been brought to bear upon the other."

This is something I had never really thought about before. For example – it makes sense to me that I’d bring the lessons and expectations about games I’ve gleaned from Passage, World of Goo, et al. to bear on any reading and analysis of, say, Gears of War. But there are a lot of people who’d balk at the idea, I’m sure, and that’s kind of interesting in itself.

Steve Gaynor wrote this week about whether games should bother trying to get out of the ‘cultural ghetto’, saying: "And then I start to wonder, seriously, why do we care if the world at large cares about us? Why do we need the cultural legitimacy merit badge? And I start to wonder if it's not all just insecurity on our part. And if maybe we're not seeing the value and beauty of the space we're in because we're too busy looking over the fence at Stanley Kubrick and Orson Welles."

On GameSetWatch, Emily Short writes about HBO’s efforts at telling a story through interactive media in the HBO Imagine website. The takeaway: "…my real point is this: interactive storytelling -- even when it's not meant to be a game -- still needs a game designer. It needs someone who will think about what the reader/player is supposed to do, and what that action means, and how it contributes to the story being told."

There are two pieces this week from Michael Clarkson on Dragon Age: Origins, the first an examination of the segregation tactics employed by the game's numerous races and cultures.

The second piece is about social rigidity in the game. and how the game’s story says one thing and the game’s mechanics say another: "To varying degrees this kind of social rigidity appears in almost every social group in the game (except the elves). Through its dialogue and plot, Dragon Age: Origins repudiates these systems, but in its mechanics it supports them."

In a longer, freeform editorial, Gamasutra’s editor-at-large, Chris Remo, goes ‘Looking for Meaning in Games’.

In another notable article published this week, Trent Polack writes about why Far Cry 2 is his game of the decade, and as any that know me will attest, I can’t disagree.

Please excuse the auto-fellatio of linking to something from myself, but I noticed a few people seem to have found it interesting, so that’s good enough for TWIVGB. Here’s a lengthy treatise on all the things I could find to criticise about Left 4 Dead 2 from my personal blog. The fact that so many are trifling issues speaks volumes.

David Carlton writes a big essay about his experience with Burnout Paradise, particularly noting the expansion content: "I doubt, if Big Surf Island hadn’t come along, that I would have chosen to invest the time in the game that I needed to get to where I appreciated the range of what it offered for me."

And lastly for the week, I wanted to point readers to a brand new group video game blog called The Borderhouse, dedicated to "breaking down borders in virtual worlds, online games, and the web." If its roster of writers is anything to go by, it should be quite the one to watch.

By Simon Carless

COLUMN: ‘Game Mag Weaseling’: An Eon’s Worth of Content

['Game Mag Weaseling' is a weekly column by Kevin Gifford which documents the history of video game magazines, from their birth in the early '80s to the current day.]

eon16.jpg   eon17.jpg

I mentioned back in August, when news of World of Warcraft: The Magazine first hit, that the only similar project ever attempted is EON, a quarterly title devoted exclusively to CCP Games' EVE Online. It's produced by MMM Publishing in London and sold exclusively on the Internet; you can buy a 4-issue subscription for $55.95 or buy any of the past 17 issues for $14.95 a pop.

I was previously aware of EON because there was a point last year when issue 1, which was sold out at CCP's online store, was going for serious premiums on eBay -- $100 and upwards, prices normally reserved for very old CGWs and Electronic Games issues in great condition. I wondered what on earth the big deal was, but I didn't investigate it further because I figured it was just crazy MMO dudes doing what crazy MMO dudes do: pay tons of money for collectibles, and maybe not shower every day. (The issue was eventually reprinted and is back on sale for list price.)

With WOW:TM on the horizon and Beckett Massive Online Gamer not getting any more readable no matter how hard I stare at it, I decided to take a look at EON to see if it offered any clue to what the WOW mag might be like. MMM was kind enough to spot me a couple of issues, and I have to say I'm very impressed.

What strikes you first is the design. Like what WOW:TM's braintrust emphasized in the original press blast, EON is about quality -- though it's only 84 pages an issue, the paper quality is obscenely fantastic, and the design's impeccable. Visually, the magazine is a bit like your typical Brit-mag (lots of box-outs and graphs, that sort of thing), but the design is artistic in approach, pretty to the eye and filled with details. It's a far cry from Beckett, and I think it provides a decent yardstick for WOW:TM to try and measure itself against. (One funny thing I noted: EON very rarely publishes photographs of actual people -- almost never, in fact, except for arty shots of CCP employees in the interview features. That's certainly different from Beckett MOG, which is packed with digicam grabs of frumpy, pasty-complexioned gamers.)

Being so devoted to a single game, EON has a couple of charming elements you won't see in any other mag. One is the advertising -- not for games or hardware, but things like EVE websites, services, and corporations (ie. guilds). You don't buy ads with real cash, but with ISK, the in-game currency -- 700 million for a full page, 1.4 billion if you want MMM to design it up for you. I suppose it's mainly a vanity thing for the corporations that throw ads in there, but it plays upon the advantages of print in covering a constantly-changing game. "Best of all," as EON itself puts it, "advertising makes your mark on EVE permanent."

The other, and I suppose this is what WOW:TM aims for as well, is depth. There's a little bit of fluff in every issue of EON (mostly in the fanfiction, which is at least very well illustrated), but the vast majority of pages contain serious hardcore game-oriented content -- alliance updates, ship reviews, CCP personnel interviews, and so on. Beginners aren't exactly thrown out by the ear, but they're expected to know the lingo, at the very least. For a complete non-player like me, I might as well try to read the Journal of the American Medical Association on the can. "Territory lies at EVE's heart," one article asks. "But the problems of empire building are becoming obvious. Is there a solution?" I don't know! Is there?

Kidding aside, even an outsider like myself can see that EON's carved out a nice niche for itself -- and, I guess, a profitable one, if they've stayed in business this long. If MMM can succeed with the EVE audience, then Future's got to have it in the bag covering the #1 MMO in the universe, right? In this sort of business, where reader dollars generate nearly 100% of your revenue, quality really does dictate success, I suppose -- that's what it'll all come down to.

[Kevin Gifford breeds ferrets and runs Magweasel, a really cool weblog about games and Japan and "the industry" and things. In his spare time he does writing and translation for lots and lots of publishers and game companies.]

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