Domain: gamecareerguide.com
Stories and comments across the archive that link to gamecareerguide.com.
Stories · 20
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Deus Ex: Human Revolution Released
Over 11 years ago, Deus Ex became one of the most celebrated games of its time, tightly weaving FPS and RPG gameplay together with a rich cyberpunk story. Today, Eidos Montreal and Square Enix launched a new entry to the series, titled Deus Ex: Human Revolution. A launch trailer is available, and early reviews for the game are positive. Opposable Thumbs says, "Fans can take a deep breath: they will get what they want from a Deus Ex game in this release. The story is dense, complete with twists, interesting characters, and far-flung locations." Rock, Paper, Shotgun largely agrees, and both reviews praise the breadth of choices players have in how they accomplish mission objectives. However, they disagree on the quality of the voice acting, and RPS complains of untimely and oddly-designed boss battles. DE:HR's stealth gameplay and hacking minigame receive high marks, as does the game's overall length and replayability. -
The Player Is and Is Not the Character
Jill Duffy writes "GameCareerGuide has posted an intellectual article about video games which argues there is no such thing as 'breaking the fourth wall' in games. Written by Matthew Weise, a lead game designer for the Singapore-MIT GAMBIT Game Lab, the article considers the complex relationship between video game players and characters. Weise says that, unlike in theater and film, video games don't ever really break the fourth wall, as it were, because in games, there is no wall. Players are always tethered to the technology, and the player is always just as much the main character as not the main character. Weise looks at both modern experimental games, like Mirror's Edge, as well as old classics, like Sonic the Hedgehog, to defend his point. He writes, 'Both avatars and the technological devices we use to control them are never simply in one reality. They are inherently liminal entities, contributing to a mindset that we, as players, exist in two realities at once. It's just as natural for a player to say, "I defeated that boss," as it is to say, "Snake defeated that boss," since Snake is and is not the player at the same time. It is likewise natural for a player to say, "I punched an enemy soldier," when in reality, she punched no one. All she did was press a button.'" -
The Player Is and Is Not the Character
Jill Duffy writes "GameCareerGuide has posted an intellectual article about video games which argues there is no such thing as 'breaking the fourth wall' in games. Written by Matthew Weise, a lead game designer for the Singapore-MIT GAMBIT Game Lab, the article considers the complex relationship between video game players and characters. Weise says that, unlike in theater and film, video games don't ever really break the fourth wall, as it were, because in games, there is no wall. Players are always tethered to the technology, and the player is always just as much the main character as not the main character. Weise looks at both modern experimental games, like Mirror's Edge, as well as old classics, like Sonic the Hedgehog, to defend his point. He writes, 'Both avatars and the technological devices we use to control them are never simply in one reality. They are inherently liminal entities, contributing to a mindset that we, as players, exist in two realities at once. It's just as natural for a player to say, "I defeated that boss," as it is to say, "Snake defeated that boss," since Snake is and is not the player at the same time. It is likewise natural for a player to say, "I punched an enemy soldier," when in reality, she punched no one. All she did was press a button.'" -
Video Games Are Launching Rock-n-Roll Careers
jillduffy writes "Steve Schnur, a high-level music exec at Electronic Arts, talks about how video games are launching the careers of top musical artists these days. Some of his examples: 'Avril Lavigne was first introduced to European audiences through FIFA 2003. Fabolous was first introduced in America via NBA Live, and went on to sell over 2 million albums here. JET got their American iPod commercial based on exposure in Madden 2004. Avenged Sevenfold were an unsigned act when we featured them in Madden 2004...' Schnur explains how the phenomenon is made possible by the new generation of media junkies, who feel a song becomes real when they 'play it.'" -
Video Games Are Launching Rock-n-Roll Careers
jillduffy writes "Steve Schnur, a high-level music exec at Electronic Arts, talks about how video games are launching the careers of top musical artists these days. Some of his examples: 'Avril Lavigne was first introduced to European audiences through FIFA 2003. Fabolous was first introduced in America via NBA Live, and went on to sell over 2 million albums here. JET got their American iPod commercial based on exposure in Madden 2004. Avenged Sevenfold were an unsigned act when we featured them in Madden 2004...' Schnur explains how the phenomenon is made possible by the new generation of media junkies, who feel a song becomes real when they 'play it.'" -
How To Play Like a Game Designer
jillduffy writes "The GameCareerGuide site has up an article on playing to learn. Folks who make games play them differently than you or I; they're looking at the mechanics from a first-hand perspective. James Portnow's article attempts to relay some of the essence of that experience, to allow us to play with a more critical eye: 'Playing games in order to study them is not what most people would consider "fun." This doesn't mean it isn't fun at all; it just means you have to think a different way. You have to find joy in discovering mechanics and watching their emergent properties unfold. You have to be willing to endure a certain amount of tedium in order to glean clues about the inner workings of a game. Most of all, you have to be able to enjoy playing bad games as well as good.'" -
How To Play Like a Game Designer
jillduffy writes "The GameCareerGuide site has up an article on playing to learn. Folks who make games play them differently than you or I; they're looking at the mechanics from a first-hand perspective. James Portnow's article attempts to relay some of the essence of that experience, to allow us to play with a more critical eye: 'Playing games in order to study them is not what most people would consider "fun." This doesn't mean it isn't fun at all; it just means you have to think a different way. You have to find joy in discovering mechanics and watching their emergent properties unfold. You have to be willing to endure a certain amount of tedium in order to glean clues about the inner workings of a game. Most of all, you have to be able to enjoy playing bad games as well as good.'" -
What Are the Advantages/Disadvantages of Game Schools?
GameCareerGuide has up an article looking at the pros and cons of going to a 'game school'. There are a number of programs in schools across the country that now focus on game development, game design, and creating game art. Are they worth it? "First, and probably most importantly, game-specific schools do not typically offer a comprehensive undergraduate education. Some game programs, as well as art schools, will actually encourage young students to go elsewhere for their undergraduate education and return to game school for more advanced training. I've literally heard that out of the mouths of art school faculty: Go get your bachelor's degree at a traditional university, then come back and apply to art school after you've learned a little more about the world. And while it's true that not everyone is cut out for a traditional education in the humanities or sciences, many many people who initially fight it find it invaluable after the fact. " -
QA as a Bridge to a Game Career?
An anonymous reader writes "Over at educational site Game Career Guide, there's a new article asking whether game testing is a good way to get into the game industry. Veteran game tester Zachary Slater comments of the conundrum: 'QA could be a worthwhile career path for console and computer games if only it were treated and respected as such ... It isn't and probably won't be. Game developers and publishers seem to regard QA as an unfortunate expense required in the development process. It is a problem for anyone who wants to actually focus on it that they won't be respected for doing so.'" -
What Game Companies Want From Graduates
simoniker writes "Game education site Game Career Guide has a new feature talking to recruiters from notable game companies like EA, Insomniac Games, and THQ. They discuss the best university courses and qualifications for getting hired to be a game developer. EA's Colleen McCreary comments on the rise of some TV-advertised mass market game schools: 'Our concern with for-profit institutions is that students may not learn the fundamental tools for understanding and solving complex issues... We are most likely to hire someone who has a BFA or MFA from a traditional art college and a BS, MS, or PhD in Computer Science for our entry level artist and software engineer positions.'" -
Ten Maxims Every FPS Should Follow
The Game Career Guide site has up a story that tries to lay down some rules for a good First Person Shooter. The article advocates in favour of player choices, fast action, and rich environments; keep the boring cutscenes and make sure the players are getting a great bang for their buck. From the article: "Don't allow the player to play the game half-heartedly, which is a dangerous stumbling block at any point of the game. Example: Half-Life 2. While the introduction presenting the environment of City 17 was much more effective than the tram sequence of Black Mesa from the game's predecessor, the sheer length of time between point insertion and getting the crowbar would never have worked in any other game." -
Psychoanalyzing Resident Evil and Silent Hill
The Game Career Guide site has up a piece doing a psychological examination of horror games. The uber-successful series Resident Evil and Silent Hill go under the microscope, giving readers a look at the psychological archetypes the games elicit, while also discussing the titles from a gameplay standpoint. It is the author's contention that the RE series is the 'standard' for the genre, while Silent Hill games shake up the gamer's viewpoint with 'avant-garde' elements. An interesting, and thoroughly academic look, at the modern face of gaming horror. -
A Primer for Microsoft's XNA
simoniker writes "Over at the education site Game Career Guide, they've got an in-depth primer of Microsoft's XNA, including interviews with Julie Ellen and Joe Nalewabau of Microsoft about the PC and Xbox 360 indie/student homebrew construction tool, as well as chats with two developers (Benjamin Nitschke and Alex Okafor) who have worked with XNA to some notable effect. Microsoft's Ellie claims of the efforts: 'Homebrew and independent developers are often very talented and have lots of creative ideas. Being able to officially write games directly for a retail console right at home is a first and could be very empowering for them. For the homebrew and indie scene to succeed we need to provide two things: great tools and access to a large audience. We're working on both.'" -
So You Want To Be A Game Journalist?
simoniker writes "Over at Game Career Guide, they're looking at how to become a video game journalist, and exactly what that 'infamous' job entails. An extract: 'An [apparently simple] task roster belies the complexity of the role of games journalist. For example, playing a game with an eye towards reviewing it differs from playing it purely for fun and, if it happens to be a terrible game (which you will see more than your fair share of in time), it may not be such an enjoyable experience. Dealing with PR people ... can be tiresome to degrees depending on the nature of the PR person (some are more tiresome than others, let's just say).'" -
Katamari Damacy - A Critique
Beth A. Dillon writes "In this Game Career Guide feature, Katamari Damacy — A Critique: Part One, Ryan Stancl argues for game criticism in part one of a three part series on Katamari Damacy, this week featuring Biographical and New Critical forms of analysis." From the article: "Video games now, more than ever, need to be not just reviewed, but critiqued, because of their negative image in the press, in politics, in the general public, and quite simply because they are so ripe for critiquing. Games aren't just for kids anymore, and it's not because of the sex and violence. Over the next few weeks I will be introducing you to eight schools of criticism - Biographical, New Critical, Marxist, Structural, Jungian, Psychoanalytical, Feminist, and Post-Colonial - giving a little history behind each, and showing how they can be used to critique the video game Katamari Damacy for the PlayStation 2." -
Katamari Damacy - A Critique
Beth A. Dillon writes "In this Game Career Guide feature, Katamari Damacy — A Critique: Part One, Ryan Stancl argues for game criticism in part one of a three part series on Katamari Damacy, this week featuring Biographical and New Critical forms of analysis." From the article: "Video games now, more than ever, need to be not just reviewed, but critiqued, because of their negative image in the press, in politics, in the general public, and quite simply because they are so ripe for critiquing. Games aren't just for kids anymore, and it's not because of the sex and violence. Over the next few weeks I will be introducing you to eight schools of criticism - Biographical, New Critical, Marxist, Structural, Jungian, Psychoanalytical, Feminist, and Post-Colonial - giving a little history behind each, and showing how they can be used to critique the video game Katamari Damacy for the PlayStation 2." -
Student Game Postmortem - Chase the Chicken
Beth A. Dillon writes "The CMP Game Career Guide website for aspiring developers and game students has been launched, with several useful resources available to people wanting an in to the games industry. As an inspiration, the Student Postmortem: Chase the Chicken details what went right and wrong for an Art Institute of Vancouver project." From the article: "In Chase the Chicken, players assume the role of Chase, the frantic chicken, who narrowly escapes the blade of an oversized and over-zealous Chef. What follows is a ridiculously chaotic pursuit through a South American village with Chef and fanatical villagers clipping at Chase's tail-feathers. Inspired loosely by the opening sequence in the film City of God (Miramax, 2002), the idea was a bit of a tough sell to a team of students... but that's a topic for later." -
Student Game Postmortem - Chase the Chicken
Beth A. Dillon writes "The CMP Game Career Guide website for aspiring developers and game students has been launched, with several useful resources available to people wanting an in to the games industry. As an inspiration, the Student Postmortem: Chase the Chicken details what went right and wrong for an Art Institute of Vancouver project." From the article: "In Chase the Chicken, players assume the role of Chase, the frantic chicken, who narrowly escapes the blade of an oversized and over-zealous Chef. What follows is a ridiculously chaotic pursuit through a South American village with Chef and fanatical villagers clipping at Chase's tail-feathers. Inspired loosely by the opening sequence in the film City of God (Miramax, 2002), the idea was a bit of a tough sell to a team of students... but that's a topic for later." -
Getting Into the Games Industry Isn't Easy
simoniker writes "Lots of people want to be game developers — but it's not as simple as it sounds, as the Game Career Guide website explains in a new feature on game schools. Game professor Peter Raad: 'The number of job seekers who are seriously pursuing this field is staggering. It used to be the case that studios had the liberty to take bright, fresh, new employees with no specific game education background and train them in the methods, tools, and style that are required to make games. This is no longer true.'" -
Getting Into the Games Industry Isn't Easy
simoniker writes "Lots of people want to be game developers — but it's not as simple as it sounds, as the Game Career Guide website explains in a new feature on game schools. Game professor Peter Raad: 'The number of job seekers who are seriously pursuing this field is staggering. It used to be the case that studios had the liberty to take bright, fresh, new employees with no specific game education background and train them in the methods, tools, and style that are required to make games. This is no longer true.'"