Yannick Lejacq

Can videogames be overtly philosophical?

A few years back, Ian Bogost began writing a 3-part series asking if one could ever build a “metaphysics videogame.” Part 2 was published shortly thereafter, leading with the promising question: “what kind of videogame” would such a philosophical inquiry make? Unfortunately we never saw the final po

How do you design a demon? Try asking Blizzard.

Designing for a franchise that has spanned much of PC-gaming’s history must be a daunting task, especially given the controversial reaction Blizzard was met with when they first unveiled Diablo III’s heavily World of Warcraft-inspired look. Just look at the shift from Diablo II’s final horned monste

What Do We Fear in Our Bodies?

Once famously justified by Freud, pop culture’s fixation on human excrement is a strange phenomenon. Yannick LeJacq looks at Postal III and wonders why this has never transferred successfully to videogames.

Why the Ending of Mass Effect 3 Started a Furor.

During an appearance on NPR’s “Talk of the Nation” for the 20th anniversary of his play Angels in America, Tony Kushner let slip a detail of the “very specific sense” he had about what happened to Joe Pitt—one of the play’s central characters that disappears very ambiguously from the story’s end. Ne

Are videogames the new job creators? Britain certainly hopes so.

If the latest Call of Duty taught us anything besides the fact that big explosions are still almost as ridiculous as they are awesome, it’s that videogames can make you a ton of money. The United Kingdom recently followed a trend set by other game development-friendly nations like France, Canada, an