Multiplayer - Same Machine

Civilization: The Good Kind of Addicted screenshot

Sid Meier's Civilization IV

Game released: 2005

Developer: Firaxis

Production: Commercial

Platforms: Mac OS X, Windows

Price: $20.00

Get it from: Direct2Drive
Jordan Magnuson's picture

Civilization is one of those games that has been hallowed nearly time out of mind. Sid Meier was, after all, the second person in history to be inducted into the Academy of Interactive Arts and Sciences’ Hall of Fame. So do I really need to write an article on the series? I don’t know, but I want to. I want to write about Civilization, because I recently played the latest iterations of the game after many years away1 and was struck by the formula’s greatness yet again. I played a lot of Civ II back in the day; enough to know, like anyone else who’s ever touched a Civ game, that the things are seriously addictive. But back when I used to play Civ II I didn’t really give that fact much thought (at least not as much as my parents may have): I just knew that I liked the game, and kept coming back to it. This time around, as “one more turn” syndrome hit me once again with the force of a ton of morphine, it made me think. About games, about addiction, about what’s worth doing in life. Read more »

Modern Warfare 2: It's Just a Game screenshot

Call of Duty: Modern Warfare 2

Game released: 2009

Developer: Infinity Ward

Production: Commercial

Platforms: PlayStation 3, Windows, XBox 360

Price: $60.00

Get it from: Amazon
Chris Tompkins's picture

Infinity Ward’s Modern Warfare 2 has stirred drama in the gaming community and media alike with a scene which presents the player with a choice to slaughter hundreds of innocent civilians while undercover in a Russian false-flag terrorist group. The scene is a powerful reminder of what gaming can do, and what it should do, as it grows into more mature shoes.

Let’s pretend you have invited me over to your house to, say, participate in a heated competition of table tennis. And let’s say, in the heat of a losing streak I yelled out a threat against your life. You’d probably laugh it off as an idle threat and make the next serve. However, if I continued to follow up that threat with an intricate description of how I was going to kill you, describing morbid details, where I would hide the body and how I’d get away with it, you might begin to find it less funny. If I started including your family in such descriptions, meticulously explaining how I would kill them all one night in their sleep, drag their bodies into a rented pickup truck, then drive it to the woods and burn the bodies with the lighter fluid in my garage then dissolve the remains with lime, you might nervously smirk and start thinking about asking me to leave your house. Even further, if I began to sketch out elaborate plans about killing you, planning the best possible routes to invade your home without being detected, and describing with what weapons and in what manner I would kill you, you might begin to actually fear for your life. If I showed anyone these plans the authorities would probably be notified, and most likely, I’d be arrested for what looked like planning a murder.

Where in that story did that stop being fun and start becoming a criminal activity? Was it when I first threatened you? No, it would be when I had gone beyond an idle threat and began defining the details of its execution. Creating an increasingly believable narration of a murder would probably begin to make you believe that I might actually do it. However, if I had done all this under the guise of being a writer, published the book, and started a controversy fit for Fox news—most likely no one would be arrested. Thus we have an interesting conundrum. Detailing the plot of gruesome and/or criminal activity in private is a crime, where as publishing these detailed arrangements to the public could be, if properly contextualized, art.  Read more »

Calamity Anna's Shootin' Starcade: Six Glorious Trainwrecks screenshot

Calamity Anna's Shootin' Starcade

Game released: 2009

Developer: Anna Anthropy

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Jordan Magnuson's picture

I’d like to share with you today a few games that were made in two hours each. You read that right. Two Hours each. But why on earth would I do such a thing? Can a game that’s made in two hours possibly be worth playing, much less writing about and encouraging others to play? My short answer is of course yes, and the reason is this: some games can only be made in two hours.

What do I mean? I mean that some games, if they are to be good games, require weeks, or months, or years of effort and dedication to produce (granted, I haven’t actually played many games that have taken years to produce that I would actually consider very good, but you know, it’s a theory: we can perhaps imagine an inspiring triple-A title). Other games require not to have that time, because there is nothing for them to do with it. I’ve used the novel/haiku/sentence analogy before, and I’ll use it again: some games are analogous to novels in their scope and their ambition, while other games are more akin to short poems, sentences, or even singular words. We need these shorter games, just as we need the longer ones because, as Ian Bogost expressed two years ago in an article he wrote for Gamasutra, we need games of every shape and every form, expressing every kind of thing. Read more »

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