Opinion: Written out
For the good of the medium, asks Leigh Alexander, why can’t game writers and game designers just get along?
4For the good of the medium, asks Leigh Alexander, why can’t game writers and game designers just get along?
4Leigh Alexander questions the assumption that games' highest calling is the telling of stories.
8Jason Killingsworth in defence of Dark Souls and gameplay as its own reward.
29James Leach asks why games resort to stereotypes and clichés.
5Clint Hocking explains why we should stop judging game dialogue by the standards of film.
10James Leach on the bit of making a game that for writers should be fun - hearing their words brought to life.
Providing varied NPC responses to "dumb" actions, argues James Leach, simply rewards bad behaviour.
Randy Smith gets back behind the wheel of Rockstar's opus and discovers an uncomfortable truth.
10Videogames are not a storytelling medium, asserts Tadhg Kelly, no matter what people say.
21What is a plot to a game, asks James Leech, and what part does the player take in it?
Tiger 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?
Who really owns a game, asks N'Gai Croal, its creator or the people who play it?
Should games take more notice of players' whims? It would make them more meaningful, says Thief co-designer Randy Smith.
1Frozenbyte's Mikael Haveri presents the story of the original vision of Jack Claw so the crowd can start to tell its own.
N'Gai Croal considers narration's potential when it comes to enriching exposition in games.
Randy Smith post-mortems his new iPhone game, Spider, and reveals the truth behind grand theory and pragmatic practice.
Great games, like great stories, are more than just a random collection of good scenes.