James Dilks

More Imagination, Not Less

Consoles and PCs have followed Moore’s Law of increasing complexity and capacity. But with more lifelike games, will there be any imaginative gaps left for players to fill?

Patrick Buckland

Patrick Buckland’s interest in games started young; as a teenager he made games on the Apple II and a cartridge-based console. Now CEO of Stainless Games, developing Carmageddon: Reincarnation, Buckland relates ancestral lunacy, how P.E. teachers are Nazis, and his obsession with Apollo.

Possession of the Ball

How are sports created in our own image? When the global game of soccer is digitally transformed into an international hit in FIFA, the ball finds itself caught between disparate communities, economies, and goals. James Dilks charts its journey from the western coast of Africa to the cables of the F

The Global Game Project: Brazil

The Duck, Duck, Goose model of kids games emerges in the latest entry into The Global Games Project. James Dilks explains how a South American rodent provides the basis to a simple Brazillian amusement.

"Why Can’t We Just Have Indie Games?"

We catch up with Phil Fish, creator of the highly anticipated adventure game Fez, at GameCity and get honest about player reactions, corporate sponsors, and the power of music.

Naming Rights

James Dilks examines the trend of band and game names stretching beyond the realm of the English language, and explains why the name of indie hit VVVVVV makes perfect sense.

Review: Forget-Me-Not

A tiny, psychedelic arcade game traces fondly through history and time. James Dilks reviews the iOS runaway hit Forget-Me-Not.