Tag: gaming (page 1 of 3)

Gaming on the go (or anywhere)

I finally caved and bought a Steam Deck this week. I’ve loads of Steam games that I’ve collected over the years and some of them are amazing on the Deck. GRID motorsport, for example, as well as Star Wars Squadrons.

This list is a reminder to myself to explore some other, different kinds of games that I don’t usually play.

One of the neat things about the Steam Deck is that even before you’ve wrenched the handheld PC from its cardboard box, you’ll probably already own a bunch of games for it, as it’s designed to be naturally compatible with as much of the existing Steam catalogue as possible. Some games are more Deck-ready than others, however, so if you’re a newly minted owner looking for where to start, perhaps this list of the 30 best Steam Deck games might be of service?

Source: The 30 best Steam Deck games | Rock Paper Shotgun

The future has been foreclosed and the present is intolerable

This is an insightful and enjoyable article about something which I’ve noticed even at my level of gaming. For example, when quickly explaining the controls for Sniper Elite 4 to someone recently, I realised they were almost exactly the same as Red Dead Redemption 2.

That ‘legibility’ is a double-edged sword. It allows players to switch between games quickly and easily, but perhaps mitigates against innovation, experimentation, and getting really deep into a game…

Writing for TANK magazine in 2019, Josh Citarella mused on how WoW Classic tied into Mark Fischer’s idea of the slow cancellation of the future” (aka where are my hoverboards”)…  Cirtrella points to the collapsing gap between items that generate culture and items that can be (nostalgically) reflected upon, especially as The future has been foreclosed [and] the present is intolerable.”

[…]

Said differently, games are forced to be legible to players. This isn’t a call for radical experimentalism but to simply state that the cost to make games (due to a large amount of factors) is steadily increasing, and as such there is a proportionally growing interest by the powers that be that those games turn a profit. With little flex on things like price (proposing games should cost $70, $80, or more leads to general uproar, despite being something that should totally happen), games are forced to internalize this economic burden on the process of production itself.

[…]

It’s here that I introduce the title of this article, something that sounds more thinky than it is – Game Design Mimetics”. If the role of mechanics design in a game is to best serve the content of the game, be legible to the player, and not introduce too much uncertainty into the middle of a production, the simplest answer to what should we do about the design” is to just copy what already works”.

[…]

The past here isn’t looked at as the past, but instead as the metric by which to hold directly against considerations for the present. The constant backwards facing view as the rubric by which to create the future acts as a collapsing mechanism for possibility.

Source: Game Design Mimetics (Or, What Happened To Game Design?) | k-hole

Moonshine-enabling cow shoes

The Sunday Surfers (a name my group of friends give to ourselves when playing PlayStation) came across an abandoned moonshine still in the game Red Dead Redemption 2 last weekend. That possibly primed my brain to find this random article even more interesting than I did already!

The shoe was described in a Florida newspaper in 1922 which led to many people, including the authorities, knowing a great deal about the moonshiners’ ingenious way of preventing detection. The knowledge of the shoe didn’t immediately stop its use nor did it stop the moonshiners who just continued to think of new ways to evade police and get their product to an increasingly thirsty public.

Source: Moonshiners Wore Special Shoes To Evade the Law During Prohibition