Watch : Indie game marketing rant

Paul Kilduff-Taylor from mode7games talks about some incredibly valuable and insightful views into making games, marketing games, what games mean to you.

“You are doing marketing whether you like it or not. You may see that as a sort of annoying business-y term, but marketing is about communicating and idea - but at the very core if it, making a game is about communicating an idea.”

“Unless you have something that you fundamentally believe in, it's not going to work if you just put up banners shouting about that thing. Similarly as an indie game developer, if you don't stand behind the decisions you are making as a person, then everything will fall apart - it has to be genuine, which is why I like indie games so much.”

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Read : Indie Criticism

A talk from the Indiecade East from Feb 2014, a really great perspective about games.

All these voices in our head, all these ghosts, can lead a critic unwittingly towards self-censorship, or at the very least a kind of mealy-mouthed rhetoric. We get a steady stream of IMHOs and the nervous qualification of any declarative sentence. We see writers so self-conscious about perceived elitism or giving offense that they hesitate to judge anything at all.


The personal is so readily dismissed as the source of taste, of bias, something on the fringe, when it is in reality the essential, unstable core of the game experience. It gives the indie critic his insights into the game and reveals both the player’s and the game’s values.

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Read : Thresholds

A great post on definitions, like "what is a game".

Some of the interesting parts for me :

I can see it in other things now too: architecture has long been moving away from a dichotomy of inside/outside, and it’s only broadened the vocabulary of space and made for better buildings, buildings that take advantage of the landscape as much as shelter from it. Without giving up on having colloquially understood definitions of inside & outside, we’ve embraced spaces that are various amounts of both, or neither.

Can you be outside and still inside architecture?


If Halo is 10% cut scenes is it less of a game than chess? What about games that are 50% cutscenes?

And if games are defined by mechanics, how come games that are purely mechanics are called “casual”, while the majority of hardcore/canon/”true gamer”/cultural touchstone/AAA are the ones with large “non-game” elements and sections?

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Read : Threes, handcrafted

An in depth and important read about the game Threes.


Talks about clones, rip-offs, and shows the emails, texts, and game design process from day one of this superb game.

Well worth the time, and hopefully a trend - so that mainstream people know about this process that isn't just copying ideas but original, hard earned design.

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Play: Threes!

Play: is a pointed finger to specific games I enjoyed and think are worth playing, usually with reasoning why.

Play Threes!

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Play: Octodad

Play: is a pointed finger to specific games I enjoyed and think are worth playing, usually with reasoning why.

Play Octodad

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Play: Rymdkapsel

Play: is a pointed finger to specific games I enjoyed and think are worth playing, usually with reasoning why.

Play Rymdkapsel

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“The stealth genre”

A post in which we analyse and explore the stealth genre in video games.

This is the first in a series of posts regarding stealth specific games, and covers some concepts I think that stealth genre has to address in order to grow.

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Watch: Introversion history and lessons

A video from State Of Play, where Introversion Software show videos and talk through their past, and their current Prison Architect product release.

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Watch: Jan Willem on "game feel"

"The art of screenshake" a talk about making games "feel" good, 30 tiny tricks to make your action game feel better. A great 45 minute video talk by Jan Willem from Vlambeer.

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