The Weekly Gazette

I’d use the same introduction I did on the last Weekly Gazette, but I actually wrote this one before and scheduled the publishing to Sunday, so it wouldn’t be true. In any case, here are my favorite reads of the week:

  • The Witness: the creator of Braid talks about his fiendishly difficult new game, from writer Philip Kollar, covers the development process and mindset game maker Jonathan Blow had for The Witness, a game first announced in 2009 and initially slated for a 2011 release that’s been pushed back to 2016.
  • In Praise Of Sticky Friction, an article snatched from the nether reaches of 2010, that talks about what developer and writer Tim Rogers considers friction in video games. It’s verbose, long and he often rambles on about the most aleatory things, but it tries to explain what makes games that apparently have nothing different from other games in the same genre just better.
  • “It Was My Own Fault,” Fired Nintendo Employee Says, which really is just news, not anything long or detailed or insightful, but from a humane side. We often forget and take it for granted that certain actions lead to dismissal with cause, even if it’s a first-time mistake and could have long-reaching consequences into the lives of those involved.
  • Pricing and discount policy, where Death Ray Manta (the DRM acronym is intentional) developer Rob Fearon shares his reasonable view on game pricing and piracy. With the exception of a few bad apples (*cough* Phil Fish *cough*) such views come mostly from developers in the indie scene (and CDProjektRed), and it’s reassuring to see someone that’s able to put things into perspective instead of saying “But that game costs less than a coffee!”.
  • How $400 virtual knives saved Counter-Strike, on the relevance of cosmetic items – something Valve has fully embraced with all of its competitive games, be they DotA 2, Team Fortress or Counter-Strike – to maintaining a solid playerbase and creating an additional source of revenue. Evan Lahti’s analysis on the topic showcases how this market for skins, knives, stickers, etc. has moved millions of dollars and lined not only Valve’s pockets but those of its CS: GO pro-players and content creators (streamers, youtubers, etc.). There’s also an inspirational video about someone who traded from a $0.16 skin to a knife that costs over fifty dollars. DREAM BIG, FOLKS.

Have you read anything you’d like to share with the world (or at least that tiny fraction of the world that reads these posts)? Comment below!


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