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Capsule Review: Proteus
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0 CommentsCapsule Review: Keep Talking and Nobody Explodes
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0 CommentsCapsule Review: West of Loathing
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0 CommentsCapsule Review: Kingdoms of Amalur: Reckoning
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0 CommentsHareraiser (The Worst Game Ever) - Stuart Ashen - Norwich Gaming Festival 2017

Organised by our Educational Partner, Norwich University of the Arts, Stuart Ashen joined us at the Gaming Festival in 2017 to talk about Hareraiser and expl...
In this 2017 Norwich Gaming Festival talk, Stuart Ashen tells the amazing story of Hareraiser, a 1984 computer game (of sorts). I wasn’t expecting much based on the hyperbolic video title, but the events surrounding this game are actually layered with intrigue and Ashen’s expert storytelling makes the thirty-six minutes fly by. In the end, I am persuaded - Hareraiser is quite possibly the worst game ever published and sold, but not for any of the reasons you likely expect.
Capsule Review: Picross 3D Round 2
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0 CommentsBuilding Games That Can Be Understood at a Glance

In this 2018 GDC session, developer Zach Gage explains how to make games desirable to someone looking over a player's shoulder on the subway, sitting next to...
Zach Gage takes a look at how to make games so readable that someone looking over your shoulder on the subway as you play on your phone can tell what’s going on and get excited to download the game themselves. The key is the principle of The Three Reads, an approach which ensures that useful information is prominent at the right time and in the right order - first the core of the experience that draws people in, then the key details that convey the high-level rules, then the contextual information that conveys less-central rules.
The Suspense is Skilling Me: Punishment, Learning, and Tension
I.
Long ago, I wrote a post about the different roles of challenge and punishment in skill-based games and how they relate to flow and learning. My argument was that challenge should vary with player skill to maximize opportunities for flow while punishment should be flat-out minimized to prevent disruptions to learning. Doing things like kicking the player back to a distant checkpoint when they die inserts delays and distractions between attempts, making it much harder to learn. But there’s a significant difference between first learning a skill and mastering that skill, and this absolutely affects what kind of punishment is appropriate. I’ll explain, borrowing an example from commenters on that old post.
Imagine you are playing a new racing game. The tutorial teaches acceleration, braking, steering, and drifting, requiring you to perform each operation before advancing to the next. You hold the accelerate button, then the brake button, steer around some turns, and then try the drift but your timing is off and you fail to execute it. In this case, it would be counterproductive for the game to force you to start all the way over and pass the accelerate, brake, and steer tests again before giving you another chance to drift. The game is teaching the skill, not testing it. Failing to execute this skill should result in an immediate opportunity to try again. Additional punishment would just make it harder to learn, which is the exact opposite of the tutorial’s goal. A punishing tutorial is a bad tutorial.
But once you’re out of the tutorial and you start racing, the scenario is different. The game is done teaching new skills and starts testing them. You are no longer learning skills; you are practicing them. Your goals are larger in scope - not just “perform a drift” but “win this three-lap race.” And because the scope of punishment defines the scope of challenge, a challenge of this scope is not possible without real punishment. If losing the race results in just restarting, say, the final lap, the challenge becomes “win this lap” rather than “win this race.” In order to challenge you to perform well consistently enough to win an entire race, loss must cost you the entire race.
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1 CommentDetroit: Become Human - The Review (2018) [No Spoilers]

Honestly, I had such low expectations for this, but it completely blew me away. It's such an amazing experience, and its greatness is only unveiled through c...
While I haven’t yet played Detroit: Become Human myself, I’m always excited when someone talks sense about David Cage. Here, Skill Up takes a fair look at Quantic Dream’s latest, acknowledging its flaws but illuminating how it’s the most successful realization yet of Cage’s vision for what games can be.