Twenty-five years ago, Meier turned human history into a video game, and sold 33 million copies along the way. With the launch of Civilization VI, Kanishk Tharoor takes a closer look at its impact.
video games
Who Owns Tattoos?
Over at Vice Sports, Aaron Gordon has a fascinating piece up about intellectual property rights and tattoos. He opens with the case of the NBA2K video game series, which is currently being sued by a tattoo artist agency over the games’ digitally recreated tattoos, which appear on the virtual bodies of players such as Kobe Bryant and LeBron James. But copyright issues […]
Long Live Grim Fandango
The greatest adventure game ever made returns from the dead.
Long Live Grim Fandango
The greatest adventure game ever made returns from the dead.
The Culture of Video Games: A Reading List
Videogames fascinate me. I’m not very good at the majority I’ve tried to play, but, like kickball and baking, I still play, because they’re fun, and I don’t have to be good at everything. (Except Pac-Man World 2 for PS2. I rule that. Especially the ice-skating levels.) Friends have helped me play Bioshock Infinite and introduced […]
The Culture of Video Games: A Reading List
Videogames fascinate me. I’m not very good at the majority I’ve tried to play, but, like kickball and baking, I still play, because they’re fun, and I don’t have to be good at everything. (Except Pac-Man World 2 for PS2. I rule that. Especially the ice-skating levels.) Friends have helped me play Bioshock Infinite and introduced […]
Video Games and Their Potential for Storytelling
At The Awl, Maria Bustillos talks to Adventure Time creator Pendleton Ward about the magic behind his wildly popular cartoon series that’s beloved by both children and adults. Here, Ward talks about his love of video games and their potential for storytelling: Oh man, the intensely emotional storytelling in games like ‘Gone Home’… it’s through […]
The Virtual Swindle of the New Breed of Video Games
When pay-to-play becomes pay-to-win, the classic model of video games—paying for time or access to the game—turns into something much more insidious. In The Baffler, game designer Ian Bogost asks us to consider which extracts a higher social cost: the explicit violence of Grant Theft Auto, or the addiction and sly financial drain of Candy Crush? […]
The Virtual Swindle of the New Breed of Video Games
When pay-to-play becomes pay-to-win, the classic model of video games—paying for time or access to the game—turns into something much more insidious. In The Baffler, game designer Ian Bogost asks us to consider which extracts a higher social cost: the explicit violence of Grant Theft Auto, or the addiction and sly financial drain of Candy Crush? […]