Opinion: Legal rights, consumer wrongs?
In the first of a new series, game lawyer Jas Purewal has a conversation with himself about gamers' legal rights. Neither side really wins.
5In the first of a new series, game lawyer Jas Purewal has a conversation with himself about gamers' legal rights. Neither side really wins.
5Videogames are not a storytelling medium, asserts Tadhg Kelly, no matter what people say.
21Leigh Alexander asks whether ‘serious’ game critics have lost touch with the average person’s view of a good game.
9Wii U has the potential to shake up the social gaming experience, says Graham McAllister.
6Pete Collier on the unfortunate names, wasted time and Darwinian experiments that have gone into forming his Liverpool-based micro studio.
People buy experiences, not technology, says Thom Dinsdale, something from which 3DS and Kinect's marketing could still learn a lot.
2Today's blockbuster games include a mixture of play-styles, but, asks Steven Poole, is this lack of focus a good thing?
4Clint Hocking calls for game journalists to stop re-writing press releases and write the news that matters.
8Tadhg Kelly explains why we must own the language that’s used to describe videogames.
2Graham McAllister looks at the four ingredients for a demo that really sells a game.
4Randy Smith considers the design principles which make Capcom's open-world zombie brawler so engaging.
1This mysterious report, bearing a 2014 datestamp and Brian Howe's signature, arrived in the Edge inbox.
8What's best? Old-fashioned craft or game dev's dirtiest word? Neither, argues PopCap's Giordano Contestabile, because it's a false dichotomy.
In the first of a new series, Hogrocket's Ben Ward tells the story of how he and two friends built a studio out of Bizarre Creations' ruins.
1Gamers are going the wrong way about securing the approval they crave from society, says Leigh Alexander.
6Game graphics have passed the point by which no one cares how good they look, says Clint Hocking.
5We all start with the best intentions, but somehow things often go awry. What's the problem, asks usability expert Graham McAllister.
11What 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.
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