Video Games Are Better Without Characters

The real legacy of SimCity is its attempt—and failure—to make complex systems the protagonists instead of people.

In the mid-1980s, the easiest way to check out the latest computer games was to go to a bookstore in the mall. Past the John Grisham and the bargain history books in the B. Dalton Bookseller, you’d find Software Etc., a small island of boxes amidst bound volumes, and a few computers on which to play the latest releases. It… read more

Game Studies, Year Fifteen

Notes on Thoughts on Formalism

I know it’s been a long time since I blogged—really blogged, you know, in the style of that form—for three reasons. First, because I’m talking about blogging in the first sentence, and second because I’m sending you here to read the prerequisites for this post. You’ll want to read the linked piece and as many of the subsequent pieces linked… read more

Winning Isn’t Everything

I used to think that games would be the dominant medium of the 21st century. The reality? They’re too big, too complex, and too smart for that to be true.

It’s hard to turn around in video game circles without hearing someone proclaim that “games are the dominant medium of the 21st century.” Deus Ex and Epic Mickeydesigner Warren Spector has a lecture built around the idea. The author Tom Chatfield devoted the subtitle of his book Fun, Inc to the concept. Journey composer Austin Wintory’s uttered the quip in an interview. Film critics writing about recent documentaries about games have even let… read more

Why Anything but Games Matters

On isolationism in game development; my Indiecade 2014 talk

A couple months ago, I was talking to a friend in technology media. “Sometimes I wonder why I’m in tech,” he started saying. He paused for a beat. “Then I think, at least I’m not in games.” He wasn’t even really talking about the Voldemortian “you-know-what” that was indeed the original impetus for our conversation. That’s just the latest example.… read more

Persuasive Games

The game studio I co-founded. We make games about social and political issues.

Persuasive Games designs, builds, and distributes videogames for persuasion, instruction, and activism I do professional game development and game design consulting at Persuasive Games. I co-founded the studio in 2003 with Gerard LaFond. Persuasive Games created the first official US Presidential Election game for Howard Dean in 2003. Since then, we’ve created games for political campaigns, advertisers, educators, and corporations,… read more

Google Car for Sale: Slightly Underequipped

Google will have to contend with the West's unique understanding of cuteness for its autonomous car to be accepted.

The Google Car prototype sure is cute. And as Megan Garber already explained on these pages, it’s cute because it hopes to convey familiarity and comfort while eschewing “creepiness,” that scourge of technology that arises when it seems out of place, over the line. Garber rightly connects the Google Car’s cuteness to Japanese kawaii culture. Japanese cuteness produces a sense of protection and innocence that appeals… read more

Consumption and Naturalism in Animal Crossing

Animal Crossing's Strange, Unresolved Conflict. Excerpted from Persuasive Games.

While some are learning about the peculiar pleasure of Animal Crossing thanks to the series’ latest release on Nintendo 3DS, the game has long charmed and puzzled players and critics. In recognition of this fact, in September 2013 Gamasutra re-published the excerpt below, from my 2007 book Persuasive Games. In the section presented here, I discuss Animal Crossing‘s first edition… read more

Object Lessons

An essay and book series about the hidden lives of ordinary things

Object Lessons is a series of concise, affordable, beautifully designed books and of smart, short essays based around singular objects and the lessons they hold. Books are published and distributed worldwide by Bloomsbury, and essays are published at The Atlantic. You can also keep up with Object Lessons on Twitter and on Facebook. At around 25,000 words, each book starts… read more

Announcing Object Lessons

An essay and book series on the hidden lives of things

Earlier this week we launched Object Lessons, an essay and book series on the hidden lives of ordinary objects, published by The Atlantic and Bloomsbury and edited by me and Chris Schaberg. We’ve been working on getting this going for months, and I’m excited to finally be able to unleash it on you. Here’s how it works: Object Lessons invites… read more

Google Zombie: The Glass Wearers of Tomorrow

The best metaphor for Google Glass? Not jerks or junkies, but the living dead.

Since the unveiling of Google Glass, the tech giant’s new wearable computing device, a common nickname for its wearers has arisen among skeptics and critics: Glassholes. It’s a charming portmanteau that satisfies an immediate desire to shun this weird new contraption. And the term fits, to some extent. As a strangely popular trend in books on assholes has helped us… read more