GameSetLinks: The Dyson Effect
April 10, 2009 12:00 AM | Simon Carless
[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]
As we roll inexorably into the weekend, we're back onto the RSS feeds for the GameSetLinks again, and this set is headed by yet more (interesting) discussion of the Quality Of Life issue in the game biz, as sparked by various IGDA controversies.
Also in here - Soren Johnson on some interesting side effects of OnLive, Troy Goodfellow on game archiving, plus weird IGF games, an excellent Dyson interview, and plenty more.
Bloop bleep:
T=Machine » What I believe in, for Quality of Life
The saga continues - some particularly interesting comments here - by Erin Hoffman and Eric Bethke, among others.
1UP's iPhone and Apple Gaming Blog : KarmaStar Developer Interview: Part One
Harvey Smith's surprisingly low-profile iPhone game, discussed with... him!
Crispy Gamer - Feature: Saved Games: Preserving the New TV
Good Troy Goodfellow piece: 'Ironically, it is the digital achievements that have had the least institutional structure for preservation.'
DESIGNER NOTES » Blog Archive » The Hidden Benefit of OnLive
'While [other] advantages are huge, of course, what really interests me is that making a game multi-player is now, essentially, trivial.'
Davide "m3xican" Coppola's Homepage - Top 10 Weirdest IGF Games
I'm not really sure when this was posted, but didn't see it before, and I will note that it includes my #1 weirdest IGF game of last year, 'Anigraphical Etude 9'.
The Independent Gaming Source - Alex May (Dyson) Interview
A really nice chat to the IGF finalist about indie and suchlike.
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1 Comment
I work for a technology company, programming customer-facing software, and I work a solid 40 hours a week. I simply refuse to work 60 hours a week, and I put out pretty good code. This continual talk about the terrible quality of life in the games industry only scares away experienced developers - like myself - and that only leads to games being made by stupid kids who don't know they're being exploited. I still shake my head in disbelief that Scrum is new to game developers.
Merus | April 10, 2009 3:41 AM