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Sid Meier

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It’s the final lap of the 73BC Nicopolis GP and the crowd are going walnuts. After narrowly avoiding a crashed chariot in lane 4 and the threshing wheel blades of the mad Scythian in lane 6, I whip my knackered nags through an unexpected gap in the frontrunners, and find myself leading by a good pertica. There’s now only one 180-degree turn and a furlong of foam-flecked dust between me and 25,000 denarius. This is it. My team, The Ballista Boys, are about to write themselves into chariot racing history.

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Alexa Ray Corriea

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Last night, the 10th annual Games for Change conference wound to a close with two keynote speeches discussing how games affect us mentally and emotionally.

In his talk, game designer and academic Eric Zimmerman proposed that there is a problem in the way our field handles educational games and games about social change. As we move into what Zimmerman calls a "ludic century" — an era of spontaneous playfulness and playful technologies — he believes there needs to be a drastic shift in how we think about these types of games.

"We make games and integrate them into our lives," he said. "I think it's possible we're mistreating them, and not treating them with respect."

Zimmerman called attention to the fact that many research...

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Secrets have always been a mainstay of games, but there is such a thing as being too hidden which leads to the requirement of a strategy guide. Today's post talks about the right and wrong reasons to use a guide.

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Freeeedooooo...no.
And in the game! Ahaha! Ah. My little joke about Determinism there. What this is really about is how I feel after playing Rage, which is a feeling not uncommon to gaming throughout the ages: the feeling that the options a game presents are actually an illusion. Read on for ramblings…
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