The Benefits of Fandom: Rise of the Con

Games and Media, Journalism, Portfolio
Article published: http://www.sidequesting.com/2017/09/the-benefits-of-fandom-rise-of-the-con/

Why events like Dragon Con are holding contemporary geek culture together where E3 falls short, and how that is changing the industry.

It’s around 11 p.m. on a Saturday in Atlanta, Georgia. I am standing in a sea of people, all of whom are staring, in a sort of trance, at a strange amalgamation of pirate and goth singing sea-shantyish songs. Tongue-and-cheek lyrics that border on macabre and irreverence fill our ears, and we rise and fall with the sway of words despite the gruesome undertones—a stark contrast to the last hour, where we listened to the Atlanta Phil Harmonic Orchestra play music from film and television favorites. And the hour before that, when we perused an entire floor of artwork that ranged from Greek and Norse Mythology to dragons, faeries, and cats. Or before that, when we joined 600 other people and listened to the musings of Jim Butcher.

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WildStar: Bringing Individuality Back to the MMO (Hands-On at E3)

Games and Media, Journalism, Portfolio

WildStar, Carbine Studios up-and-coming MMORPG was at E3 this year, and it brought with it all of its mirthful and often hilarious personality. At the expo, we were lucky enough to get some hands-on time with the game and chat with Tiffany Chu, social systems director and tutorial creator from Carbine Studios.

‘Beyond: Two Souls’ How Narrative Design Can Make a Game an Experience

Games and Media, Journalism, Portfolio

In 2010, Quantic Dream and Sony Computer Entertainment reinvented video game narrative style with their critically acclaimed title Heavy Rain, a game that tugged at the heart strings of the millions that played it. Emotionally engaging and at times uncomfortably heart wrenching, Heavy Rain, written and directed by master story-teller David Cage, gave the world affirmation that video games have the capability to tell artful, intricate, and morally complex stories with a cinematic scope. Quantic Dream’s up and coming title Beyond: Two Souls, promises to do the exact same.

The Witcher 3: Wildhunt–E3 Demo and Interview with Designer Jonas Mattsson

Games and Media, Journalism, Portfolio

 The Witcher 3: Wild Hunt, one of E3’s most anticipated titles, is the final installment of CD Projekt Red’s award-winning The Witcher RPG series. The first two games are renowned for their gripping storytelling, and this appears to remain true for their successor.
“The most important part of The Witcher 3 is the story,” says CD Projekt Red’s environmental designer, Jonas Mattsson, as we sit in a dark room awaiting the 45 minute long hands-off game play demo. “We are creating a branching storyline that gives true consequences to decisions.”

WildStar: Confessions of an Ex-WoW Player

Games and Media, Thoughts, Uncategorized

Thanks to both my dad and my brother, I grew up playing RTS games like Starcraft, Age of Empires, Total Annihilation, and Warcraft. In 2004, when the MMORPG World of Warcraft was released, I jumped at the opportunity to actually be a part of a the Warcraft lore that I had come to enjoy so much. Namoria, my feral druid (a nightelf gone tauren), became part of my online identity.

Xbox One: What About All the Gamers?

Games and Media

In retrospect, I don’t really have anything to take away from the Xbox Reveal conference yesterday. With that being said, let me make it clear that I don’t blame the system; in fact, I think the system looks great. I blame the way Microsoft handled the overall conference.

An article from Gamefront.com called it a bunch of “hot air,” and despite my love of Microsoft and Xbox, I agree. Aside from Xbox One’s capability to turn your living room into the “ultimate all-in-one, entertainment system,” the press release was not very informative; what little information we did learn about the system was convoluted. It is within this ambiguity that I found fault it in Microsoft’s marketing campaign for the next Xbox. We have been left with little clarity about how the issue of used-games will be approached, how accounts will transfer over, how the perma-kinect will work, or how internet connectivity will be handled. As of now it seems as if used games will be purchasable, but with the added code required it will end up costing the same as new game… because, you know, that makes total sense.