So for the last couple of months (and especially over the last few days) there's been a resurgence of "no one should ever write for free, ever, never never" among freelance games writers and paid career professionals. As someone who takes games writing very seriously and who's also worked as a mostly-unpaid-but-not-always reviewer for the last twelve years, I wanted to take a few minutes and share my thoughts on the subject.
December 2011 is a month that, upon review of the NPD report, continues the slide that the console video game industry has seen for much of the year. Hardware sales were down 32% from a December ago, with weaker Wii and PlayStation 3 sales leading the decline.
Welcome back to the second part of our interview with Jonathan Blow, creator of the indie smash Braid and the upcoming The Witness.
In this episode, we begin the discussion of what it means to spend our time playing games. Paramount to this: our discussion of "achievements" and how they feed into creating structures that presuppose challenging design.
We've been seeing a gradual shift in software sales in the last couple of years towards digital distribution. Full retail games have been available for the Xbox 360 and PlayStation 3 over that time and, although the digital library is but a fraction of the retail library, digital has been catching up.
When I had a chance to spend some time with the PlayStation Vita at E3 back in June, I was impressed. Uncharted looked and felt remarkably like its PlayStation 3 counterparts and the idea of optional touch controls for platforming plus a neat motion mechanic for the sniper rifle mode raised my excitement level...
The news about Ridge Racer for the PlayStation Vita and its dearth of content in favor of downloadable content (DLC) reignites the discussion about how DLC affects retail games. Issues with weak content versus numerous DLC offerings is nothing new for Namco.
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