Ludomedia #53

Ludomedia

Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.


Cecilia D’Anastasio: Inside The Culture Of Sexism At Riot Games

  • “Riot is just one company, but two dozen current and former employees have personally experienced or witnessed how its culture and structure—ones shared across the ranks of gaming, infosec, hardware, software, and digital marketplace companies and tech giants—disadvantaged women.”

Josh Bycer: The Good and Bad of Video Game Addiction

  • “Respecting the player’s time is keeping them in control as to how long they want to play a game for. Essentially the player should never be “punished” for having real-life commitments. […] Having elements that force the player to play the game or continue playing to avoid a penalty are not examples of good design. […] One of the big issues when we talk about F2P games and heavily monetized titles is the very fact that they are not designed around the player’s experience, but to get as much money from them as possible. These games feature weighted elements such as gacha, loot-boxes, energy systems, “timed sales,” and more.”

Matt Cox: Does PUBG work as an esport?

  • “Those problems will be present no matter how you choose to spectate, and result in the same fatal flaw that’s sown by the chaotic nature of Plunkbat: it’s not tense enough to work as an esport. Not consistently. […] A battle royale structure can generate uniquely compelling moments for spectators, but only if they’re willing to sit through tedium and confusion.”

Samuel Ratchkramer: Don’t Starve: Life Begins at the End of Your Comfort Zone

  • “To truly live is to be challenged and to change […] It’s one of the reasons that games are important. Games are a safe place to learn about the world, its systems, and ourselves. They let us practice at being human, whatever we interpret that to mean. They change us, shape us, hopefully for the better. […] If the game is only fun when you’re doing what comes naturally, it’s not very much of a game.”

Wolfgang Walk: Hakenkreuze im Zeitalter der Entschleunigung

  • “Aber bis die Mehrheit der deutschen Feuilletonisten begreift, dass sie seit mindestens 1993 (DOOM! Igitt!!!) die wirkmächtigste, am weitesten verbreitete und innovativste Kunstform des Planeten weitgehend ignorieren, werden noch eine Menge Ringzyklen den Bayreuther Hügel hinabgeschmettert werden.”

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