Opinion: Do better graphics matter?
Game graphics have passed the point by which no one cares how good they look, says Clint Hocking.
Game graphics have passed the point by which no one cares how good they look, says Clint Hocking.
We all start with the best intentions, but somehow things often go awry. What's the problem, asks usability expert Graham McAllister.
9What is a plot to a game, asks James Leech, and what part does the player take in it?
Clint Hocking asks, is there a way of protecting developers' creativity while allowing the free exchange of ideas that fosters it?
Usability expert Graham McAllister reviews the cloud gaming service that offers an entirely new way to experience videogames.
7Your players are fickle, impatient and your ultimate boss, and you have to keep them happy, says PopCap's Giordano Contestabile.
How does the taking of Bin Laden compare to the onscreen activities of the modern gamer?
Playing live - Thom Dinsdale looks at Microsoft's novel TV campaign for Gears Of War 3.
2Getting upset about the right things in the right way is the key to moving videogames forward, says Leigh Alexander.
Graham McAllister on why it's so hard to put Kairosoft's pocket management sim down.
1Tiger Style's Randy Smith and Theron Jacobs discuss Superbrothers' and Capybara's charismatic adventure.
1Videogaming’s greatest questions: Who am I? What do I shoot? Why am I an American?
Mechanics are chief, says new columnist James Leach; story should take a back seat.
2Clint Hocking warns of the dangers the game industry faces as it moves towards a future of yearly sequels.
3Graham McAllister on the art of teaching and how Modern Warfare 2 gets it so right.
9Violence is too often used as a crutch in game design, posits Randy Smith, but is it distasteful per se?
3There has never been a better time to be a mobile game developer, and it's down to Apple's controlling nature, says Giordano Bruno Contestabile.
1Gamification isn’t the problem, argues Thom Dinsdale. It’s the circus that surrounds it.
Graham McAllister maps out the opportunities and pitfalls that lie ahead if games were to know how you feel.
Today's games' disparate assortment of ideas make for a queasy experience, argues Steven Poole.
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