Some of us have trouble sleeping. We place our heads on a pillow and we’re forced to acknowledge all of the personal, social, and global fears that exist in the backs of our minds. We hesitate to linger on them in our waking hours: We change channels in the middle of a news story, we fly through Goo
Ladies and gentlemen, from the flight deck: This is your hijacker speaking. On behalf of your former captain—who is currently hurtling toward the earth at terminal velocity—I’d like to welcome you aboard Panau Airlines Flight 635, with service to wherever I feel like ditching the aircraft.
?The Call of Duty series represents the extreme forward guard of “hyperrealism” and technological might in contemporary game design. It’s a bombastic, McBay take on American foreign policy. Parents, commentators, and critics look on in horror as frenzied gamers lap up each new entry: Call of Duty ga
Some know Will Wright as a game designer extraordinaire, the creator of megahits such as SimCity, The Sims, and Spore, among others. But for two short weeks, I knew him as my boss.
Excerpts from a conversation with David Gaider, senior writer at BioWare, conducted for the piece “Talking, Believing, Knowing: Making Friends in Dragon Age” in Kill Screen Issue #3.