Showing posts with label the escapist. Show all posts
Showing posts with label the escapist. Show all posts

Monday, February 21, 2011

Speedlinking New Eden & more - The February 21st, 2010 Edition


EVE Online News
EVE Blogsphere & more
New Blogs
Other Games & other news

Monday, January 17, 2011

Speedlinking New Eden & more - The January 17th, 2010 Edition


With part 3 of Incursion coming later this week, we've got a bonanza of posts today. Hope I didn't miss any this time! Also, be aware that the recording for the next New Eden Chronicles is scheduled for the 28th, once Sansha's shown his face in Empire. Finally, I'm off to Las Vegas for the remainder of the week. Fly safe till then!

Tuesday, July 11, 2006

Happy Birthday to the Escapist!

The Escapist Magazine is one year old today. Long life to this great magazine and its growing community.

When I first came upon the Escapist, I was like a kid walking into a candy store for the first time.

This was game journalism at its best - the subjects were interesting, thought provoking, controversial. I've read every issue since then and I truly feel that I'm learning something new every time I done reading an issue.

On this momentous occasion, they've revamped their look and that of the Lounge (forums) and added a login/account feature - which I quickly registered for.

I strongly encourage that you give it a good read, and browse the old issues. There a tons of great article on everything related to the gaming industry - where gaming is heading, RMT, the industry's past present and future, on EVE Online (multiple issues), on Blizzard (a recent issue was solely dedicated to the venerable developer), and much more.

Head over to the new site and enjoy!

The Escapist is published by the Themis Group.

Friday, February 17, 2006

Gaming: The Escapist - Issue #32 Friday Extra

With this being the Friday following Valentine's Day, the folks over at the Escapist continue the 'Love' theme. Read on!

My Gamer Lady
by Bruce Nielson
"I would find some unsuspecting girl and convince her I was not a nerd, until she married me. Then, I would slowly but surely corrupt her until she, too, found computer games fun." Bruce Nielson details the evolution, and results, of his master plan.

Infinite Princesses
by Kyle Orland
Sometimes the most meaningful 'multiplayer' happens with single-player games. Kyle Orland relates how a re-release of a classic title made him realize how much the original helped him connect with others.

In case you've missed Tuesday's issue here's the link to my post about it.

Wednesday, February 15, 2006

Gaming: The Escapist - Issue #32

So how was you Valentine's Day? A quiet evening at home, a dinner out downtown? Or maybe a fun evening playing your favorite multiplayer game with your significant other! In yesterday's thirty-second issue of the Escapist, the authors explore 'Love' in the virtual worlds. Read on!

Love in the Time of Pixels
by Mark Wallace
"This is a love story of a particular kind. It's a story of love in an online world, and of the ways it can bleed into the real world around it." Mark Wallace tells us the story of Diamond Hope and Unmitigated Gall.

Playing with Strangers
by Pat Miller
There's no direct competition, you don't kill anything, and you have no set goals. But it can get almost anyone, gamer or not, to sit down and play with others, to trade stories, and to show off their work. Pat Miller looks at the social wonder that is Animal Crossing.

The Digital Whorehouse
by Spanner
The arcade is unique in that it can provide short, intense bouts of personal interaction without so much as a word, as players win, lose, and play together in rapid succession. Spanner takes us to Blackpool's Golden Mile, a place where gamers can buy companionship one game at a time.

Tom Hall Makes His Move
by N. Evan Van Zelfden
What makes a designer jump from creating single-player games at an established company to working on an MMOG at an untested startup? N. Evan Van Zelfden interviews Tom Hall, Creative Director at KingIsle Entertainment.

Together Time
by Hitchhiker
Multiplayer gaming can be tough to get going if you stick to the usual hardcore titles, but cooperative modes and party games can make this easier. Hitchhiker tells us how he plays games with his wife Danielle, starting with the odd one out, Halo.

Friday, February 10, 2006

Gaming: The Escapist - It's All Their Fault

A hilarious piece by Shawn "Kwip" Williams on who's to blame for the all the Game Industry's problems and what one could do to resolve it.

The Escapist - It's All Their Fault
by Shawn Williams

Wednesday, February 08, 2006

Gaming: The Escapist issue #31


Balancing Your Second Life
by Pat Miller
Although all games have the potential for problems, opening up a virtual sandbox to the world brings an entirely new level of issues. Pat Miller talks to Linden Lab's Cory Ondrejka on how they handle Second Life.
Reimagining Challenge
by Patrick Dugan
"I am a gamer, my brothers are gamers, some of my best friends are gamers, but no matter how much it hurts, I must speak the truth: Gamers are what's wrong with the game industry." Patrick Dugan explains.

Show Me the Money
by Bruce Nielson
"Are your avid fans your best fans?" Bruce Nielson looks at how modern games with content creation tools often have the same expectation of support as expensive professional development tools.

Fraternizing with the Enemy
by Joe Blancato
It's common knowledge that game developers never play their games, or at least it is among the players of those games. It's also not true. Joe Blancato discusses playing your own game with Brian Green, Lead Designer of Meridian 59.

Great articles, as usual.

Saturday, February 04, 2006

Gaming: The Escapist #30 - Casual Friday

This Friday's Extra has two interesting articles on 'Roleplaying'. As with every 'Casual Friday' edition of The Escapist', these two article are a lot of fun to read as they take a slightly off-the-path vue of their subject.

Quest for Glory
by John WalkerEver tried to roleplay a fantasy character on main street? See how funny, and surprising, the results are!

Diseased Cur
by Joe Blancato
I can't say I agree with Joe's attitude on roleplaying, but I can appreciate his point of vue.

Wednesday, February 01, 2006

Gaming: The Escapist issue #30

The Escapist #30 was released yesterday. This week they cover how the gaming industry was influence, and still is, by pen-based Roleplaying Games. Makes for a great read for any of us who's ever played D&D, AD&D, MERP, Traveler. Boy does it ever bring back memories. This is one issue you definitely do not want to miss.

In Celebration of the Inner Rogue

by Mark Wallace
Is the avatar separate from you, or is it an extension of yourself?

The Contrarian: Masks in the Woods
by John Tynes
How has MMO influenced the Role-Players and is there a place for them (us) in today's MMORPG

I Enjoy Playing a Girl
by Chris Dahlen
Why? Why not play someone completely different from yourself! Also see my earlier post on the subject.

A Roleplayer in Azeroth
by Will Hindmarch
With computer based RPG, we've gained a lot in terms of the visuals, but at what cost? Is it limiting our imagination or making it boundless?

Remember the Ice Chicken
by Nova Barlow
It's a whole new experience out there!

Friday, December 02, 2005

The Escapist - Gaming as a social catalyst

Ever wondered how gaming affects society? How most of todays teenagers aren't watching as much television, and instead are immersing themselves in challenging dynamic problem solving situations? In video games that is. Well this week The Escapist looks into this very issue in a very eye opening way, as usual.

Read on!

This reminds me of "Got Game: How the Gamer Generation Is Reshaping Business Forever" (Google Book Search Results), a book I had wanted to get, but never ended up buying. Hey it's Christmas in a few weeks isn't it! Might buy myself a gift!

Tuesday, November 15, 2005

The Escapist - A Deadly Dollar

A new week, a new issue of The Escapist. This week's edition is on 'griefers'. Something that we, EVE players, are very familiar with. Ever lost a ship while mining some asteroids in a low security system? Or have seen ore thieves fly away with hours of effort? Had a new employee (EVE's guild equivalent) steal for the corporate hangers?

Then you've been hit by a griefer! And as J. Rossignol elaborates in his article, A Deadly Dollar, griefer, as long as they stick to the setting, are part of game, and as such, should be taken as part of the experience. Though it's a bitch when it happens to you (and believe me it is), it makes the game that much more poignant and real. I guess that the difference between a game and a Virtual World. In the later, you risk loosing much more, but it makes for one hell of a better time.

It's when you can loose something dear to you, that you become that much more involved. Makes the virtual that much more real.

Tuesday, September 20, 2005

Eve Online and The Escapist

In its last 2 issues, The Escapist mentions Eve Online in 2 or 3 of its articles. I'm always amazed at their quality, the depth and thoroughness of the subject discussed and also the layout of this webzine. Quality literature at its best.

Here's a magazine that approaches Gaming in a truly fresh and mature manner. No Reviews. No Previews. No advertising. The Escapist is proof that the Gaming industry is maturing - or parts of it anyways.

In issue 10, Mark Wallace touches on the subject of Corporation/Guilds and there equivalent in real life (RL), communities. And this is truly one of the great strength of MMORPGs. Read about in "Don't ever take sides against the corp again".

Mark is probably an avid and regular capsuleer (EVE player) as his next article in issue 11, "We the Avatars", looks into a very touchy subject these days: Real-money trade (RMT). He quickly sums up my personal opinion on the matter early in the article when he says:

The practice of buying and selling virtual-world items (and services) for real money can lead to lots of things that lots of people view as problems: Low-level characters get twinked with powerful equipment they couldn't possibly have earned yet; gold-farmers suck up all the loot in a region, leaving nothing for innocent adventurers just trying to earn an honest level; characters appear, wordlessly level up under the control of a paid power-gamer, then wander around without a clue once they're back in the hands of their inexperienced owners; developers have yet another obstacle to design their way around while trying to keep their games fun and engaging.

A read, that's sure to be a hot topic in the near future.

Tuesday, August 23, 2005

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