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Worth Reading: 04/25/2014

From the abandoned architecture of World of Warcraft to drowning simulators, there's a little bit of everything this week.

I have a newfound respect for the work that Vinny, Drew, and other video producers are tasked with.

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For whatever reason, the videos exported from my computer started having an issue at 10 minutes and 53 seconds--every single time. Weird, right? The original file plays fine on my computer, but the moment it moves through our website, it crops up with an issue at 10 minutes and 53 seconds--every single time. It's like clockwork. Evil clockwork.

Even now, I don't know what's wrong, but the videos work when pumped out of Premiere from the Cards Against Humanity office on another computer. Clearly, something is wrong on my end, though I cannot fathom what I've changed along the way. Maybe I'm haunted.

This story, on its face, isn't particularly interesting, but it goes to show that it's very easy to take what others have become deeply skilled at for granted. The ease at which my colleagues make the complicated seem effortless is years worth of work making the plugging of cables and the editing of videos appear secondhand.

Anyway, I know that's not anything insightful about video games, but I felt like sharing it. It's cool to have a better understanding at why other people are so good at their jobs, you know? I also wish these damn videos worked.

Hey, You Should Play This

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Worth Playing: 04/25/2014

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And You Should Read These, Too

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It's important to have prominent, openly gay characters in games, but it's just as important to have gay characters who aren't defined by one aspect of their lives.That's what we have with Chrispin Jettingham (that's, uh, one hell of a name) in Resident Evil: Operation Raccoon City. Though this part of Jettingham isn't shouted from the rooftops, it informs his personality and place in the story. Besides learning how creative director Adam Bullied gave subtle nods to what was beneath the surface, it's interesting to note how former Capcom employee Keiji Inafune was credited here.

"For Dee-Ay I wanted to avoid having a generic, square jawed, cool headed, Caucasian tough guy, which at the current time is a pervasive trope to the point of homogeneous uniformity. I am also a Canadian liberal, and I was really aware of the issue of the 'don't ask, don't tell' policy in American cultural discourse. I read some accounts and started thinking of gay people serving in the military in the context of other 'outsider' subcultures, like immigrants, and it occurred to me that often these people end up being the 'best and the brightest,' and cleave extra close to the stereotype that they are seemingly antithetical too.

"I wanted him to be a strong, smart, decisive, precise soldier who was polite, funny, and and genuinely liked and admired by the people around him. And was also gay."

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The industry moves as such a rapid pace, and I suspect we're going to have some truly good historical reporting coming from writers that return to our old stomping grounds. In this case, World of Warcraft remains a viable, active game, but aspects of it have been changed so thoroughly during its lifespan that it's possible to perform digital archaeology. These abandoned cities reflect changes during the ebb and flow of WoW's life, and while it might seem like just an abandoned city, Samantha Nelson is able to weave and interesting tale bout what this says about WoW's evolving design and player behavior.

"These are perfectly preserved digital spaces, so unlike Detroit, they show no physical symptoms of their abandonment. But they are spaces designed for hundreds where it’s possible to wander the streets without seeing a single other player. Computer-controlled characters will still cheerily train you in a new skill or peruse your wares, but the cities still feel desolate.

I go anyway. The emptiness feels appropriate in a place like Silvermoon. I imagine that the haughty Blood Elves discourage the other races from coming to their home. On the rare occasions when another player can be seen wandering the city’s streets, it’s almost always another elf. Maybe they’re drawn back by an appreciation for the space’s beauty. Without other players to distract you by dancing naked or generally bustling around the screen, a visitor can admire details like self-sweeping brooms and golems on patrol. These are the sights that make the place beautiful and magical--and slightly ominous. It’s sad that so few people seem to appreciate its features, but the upshot is a welcome solitude."

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Oh, And This Other Stuff

  • Ben Kuchera explains how Hearthstone's lack of true communication is a valuable asset.
  • Benoit Paillé showcases his unique approach to superimposing real-life onto video games.
  • Rod Breslau reports on Brandon Kelly, a police officer killed in the Boston bombings.
  • Tom Rudderham highlights how the Oculus Rift helped a cancer patient re-experience the outdoors.
  • Robin Hunicke reflects on how far we've come (and how far we have to go) on diversity.
  • OXM spent time inside the Xbox Live operations center to learn how everything ticks.
  • Mata Haggis writes about how every game has an agenda, vocal or not.
  • Alexander Bruce tries to convey the mental health issues he experienced making Antichamber.
  • Nathan Grayson finds the PAX Diversity Lounge prompted mixed reactions.
  • Liz England uses "The Door Problem" to try and better explain the complexities of development.
  • Lana Polansky has seen the terrifying future of wearable technology.
  • Austin Walker finds himself disappointed at the whiteness of the customization in Animal Crossing.
  • Caryn Vainio is both a game developer and a mom, and writes about why that can be so hard.
Patrick Klepek on Google+