All in Opinion

Valve Removing Paid Mods Is Everything Wrong With Gamer Entitlement

Last week Valve unrolled a feature that would allow people to sell Skyrim mods on the Steam workshop. It wasn’t a mandatory requirement all mods be paid or listed on the marketplace, but there was now a legal infrastructure to allow modders to be paid for their work. A few hours ago Valve announced they would be removing this feature and issuing refunds to anyone who had purchased a mod.

I'm Not A Gamer

As I’m writing this GamerGate is entering its 8th month of ongoing terror and intimidation across social media. It’s been a horrendous period in games, destroying people’s lives, driving people out and away from the games industry, permanently scarring the reputation of games in the public eye, causing universities to cut funding for games programs, and showing no signs of stopping anytime soon as its advocates continue to find new, even more horrific methods to try and drive out their adversaries.

An Ode to Pixel Art

Close your eyes and think of what the word “game” first brings to mind. For myself and I imagine a lot of people born before 1995, that image was something 8 or 16-bit. Maybe Mario, of MegaMan, or one of the early Final Fantasy games. In my eyes, pixel art is the defacto aesthetic of games. It’s where they began and an art style they created, yet beginning around the release of the Playstation, there’s been a trend in games to abandon the style in favor of attempting as high a level of realism as possible with a game’s graphics. Only in recent years has the style been revisited, mostly by indie developers, and yet the response I so often see toward it is not one of appreciation but accusations of developers being “lazy”, “incompetent”, or “unimaginative”.

Are long games hurting the medium?

I’m not exactly sure where the mindset originated (though if I had to guess I’d say with young people without a large income), but for a large segment of the gaming community a game’s length is often viewed as one of the deciding factors in whether they decide to purchase/play it. It seems absurd to me, as after all nobody says they only read books that are over 1000 pages or albums with more than 20 tracks, but for whatever reason games are uniquely singled out as being required to provide dozens and dozens of hours of content, or else be written off as a poor value or even somehow degrading games as a whole with their meager offering.

How itch.io is different and why they're important

itch.io is the latest of these, or at least the one I’ve been hearing about the most. It’s a site dedicated to independent games with a focus on developers and flexible monetization. It doesn’t sound too radical when you put it that way, but as I dug deeper into the site, I began to see how itch.io drastically differs from other distribution platforms; in ways that significantly alter the message the site seems to driven by, and the impression I got of how it chose to present it. Though in some ways the site still feels as if it's in its infancy, these differences are exciting and noteworthy enough to warrant discussing.

The problems with F2P and how Hearthstone solved them

I’ll be the first to admit that I cringe a bit anytime someone tells me about a free-to-play game. It’s a reaction I’ve seen among a lot of people lately, and it’s frustrating because I don’t think F2P as a monetization system is inherently bad. In fact, I feel it’s the inevitable and ideal future of a lot of games, allowing for greater financial success and longevity for developers, and the ability for players to try a game before spending a dime in a way demos can’t provide.