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"I think games connect us to a time when we had time. In your youth, time is elastic. You have exactly as much of it as you need. You have no responsibilities. No job, no children. Nothing but time, and friends, and shit to play with. When we play games now, as adults with too much stuff going on, we do so because we’ve made time for them. We’ve set time aside to indulge in some nonsense with people we love. When you make that time, you HAVE that time. And when you have that time, it’s like being back there – back in that place, that living room, that bedroom, that house full of memories. With time to spare, and everything exactly as it was." Oh, Rab. Marvellous.
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"Shouldn’t games be an opportunity for players to wrap their heads around counter-intuitive truths?" Yes, they should.
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“I’ve found that your chances for happiness are increased if you wind up doing something that is a reflection of what you loved most when you were somewhere between nine and eleven years old. At that age, you know enough of the world to have opinions about things, but you’re not old enough yet to be overly influenced by the crowd or by what other people are doing or what you think you “should” be doing. If what you do later on ties into that reservoir in some way, then you are nurturing some essential part of yourself.” And now, I love Walter Murch even more.
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Depicted as a grid by artist Susan Wolf; to circumvent the large number of languages spoken in Joburg, taxi drivers have official hand signals to take you from A to B. This PDF shows all of them. (via Bobulate)
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For each of the 25 days leading to Christmas, Paul and Storm have done one of their Randy Newman theme-songs. Twenty-five pastiches of Short People, for your pleasure. Die Hard, The Godfather, and the Big Lebowski are stand-outs.
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"I'm not sure if I have made it clear about how much I want a Sega Genesis for Christmas. I have developed a way that the gift of a Sega Genesis for me will not only benefit me with many hours of enjoyment, but it will also benefit you with many clean bathrooms, clean rooms, and meaningful hugs." Chris Baker finds the evidence of how (he thinks) he managed to get a Sega Genesis for Christmas in 1992. At least they'd stopped shipping Altered Beast with it by then.
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"Here's the most important thing to understand about the mass market for videogames: these players – the ones who aren't even remotely interested in the kind of videogames the hobbyists want to play – have very specific tastes, and when something takes off with them it continues to sell, and sell, and sell. But these players don't buy many titles – when they find the game they want, they generally just keep playing that."
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"But in a game – or, at any rate, in the kind of game you used to get for Christmas – you’re literally the only person in the universe, and literally the only person with the power to fix things. No-one’s going to come and help, no-one’s going to come and tell you off or second-guess your choices: there’s just you and a world that will stay broken unless you fix it. What’s in the box isn’t a frog power fantasy – it’s a vibrant, momentary taster of the glorious pressure of being a grown-up." Margaret, being brilliant (again) on games, Christmas, childhood, and what it means to be meaningfully alone.
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"The problem with remakes and ports for the critic, especially those of old beloved games, is emotional baggage. It's difficult to give a cold, measured critique of something you've loved since childhood. How can you give an objective appraisal when every time you hear the game's start-up melody your mind soaks happy in memories of warm endless school holidays, and that delicious, pure, all-encompassing escapism unique to children who play videogames? This game's story is also a part of my story, so it's impossible to get much distance between the two." A lovely paragraph in Simon's review of the DS Chrono Trigger re-release.
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"Auditorium is about the process of discovery and play. There are no right or wrong answers; there are many ways to solve every puzzle." Sounds gorgeous; looks beautiful. So much loveliness.
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"[Donald Winnicott] maintained that [the transitional object] was able to occupy the space between me and not-me where play occurs, where we are neither trying to impose ourselves on our environment, nor being dictated by it. Play is not goal-directed or purposeful, not about trying to fulfil an instinct, as in sexual intercourse (versus flirting). Rather, like much of art or sport or fun, it is done for its own sake." A wonderful article about men and their bears, with an interesting psychoanalytic note in the middle of it.