Last week in New York, I saw the new show Otherworldly: Optical Delusions and Small Realities at the Museum of Arts and Design, at Columbus Circle near the edge of Central Park, between Broadway and Eighth. Below is the museum’s description of the show:
Like a great acting performance, making a really good game is all about choices. While creating or playing a game, those involved have to constantly make small choices that will affect the outcome, either positively or negatively. And the only thing worse than choosing wrongly is not choosing at all. Too many games, especially today, stick to what they're supposed to do from the get-go and avoid making difficult, small, meaningful choices to differentiate themselves and make their performance...
Minecraft was first released just a few years ago, but when a paradigm-shifting piece of media comes along the rest of the world is quick to take inspiration from it. The absolutely terrible XBLA knock-off FortressCraft was the first, and last month a much more interesting game called Terraria came out on Steam for $9.99. It is clearly inspired by Minecraft, and there is a long checklist of identical features. It is, nonetheless, a very different product, and just might be called the first in...
So our GUY has traded wallets with a gangster, met a beautiful Grocery Store cashier, and used the Gangsters credit card.
If you follow indie games at all, you've probably heard of Bastion. During its development, it took home numerous Best in Show prizes from E3 and other game conventions while building up an incredible amount of buzz in the games press. Part of what is intriguing about Bastion is its cool art design, which in the last couple months, peaked my interest more so than the gameplay or the much-ballyhooed narration.
By Ethical Traveler As the world becomes ever more interconnected, being an ethical traveler becomes both easier and more urgent. Travelers today have access to far more information than we did even 10 years ago. We can observe–almost in real time–the impact that smart or selfish choices, by governments and individuals, have on rainforests and reefs, cultures and communities.
For as long as I've loved SCRABBLE, I can't believe I've never come across this before. "CRAZIEST" - A short story by Liz Dubelman about words
In our media-enriched world, past and present, SCRABBLE has made a name for itself, whether deliberately, subconsciously, or influentially. You may have a read a book that had the popular word game within a chapter, watched a movie that showed your favorite characters bringing out the SCRABBLE board, or even listened to a rap about this word or that word. SCRABBLE is everywhere, even if you don't realize it.