Posts Tagged ‘Critical Distance’

Episode 9 of the CDC Podcast

Posted in External Sources, Recent Posts on January 23rd, 2012 by Eric Swain – Be the first to comment

Yeah so another podcast episode came out this week. I know, there must be something in the water. Well it’s the missing episode 9 that was recorded back in August in an attempt to release it for the third anniversary of Braid’s release on the XBLA. Rather foolish as I spent three weeks trying to get a panel together and ended up doing an open call for people on twitter 10 minutes before recording. I may just do all future Critical Compilation Companions like that. Anyone who would respond would have strong feelings about the game. I asked for two who loved it and two who hated the game. I think it turned out all right. Despite this method being rather slap dash the weak link of the whole thing was yours truly. During editing any time I was speaking I just wanted me to shut the hell up. I could tell where I was going and in my head formulate the proper argument, but that seems to go out the window once I open my mouth. Good thing I’m the moderator and don’t have to speak much.

So, Episode 9 – A Braid Companion is up on Critical Distance. The next episode is in post production and the one after that is in the planning stages. Who knows? Maybe I’ll be more regular with these things.

Note: It’s on iTunes and iTunes still can’t put these things in any order. They are numbered Apple or Apple automated program.

Critical Distance End of Year Spetacular

Posted in External Sources, Recent Posts on January 2nd, 2012 by Eric Swain – 1 Comment

The last month have been a very special sort of self-inflicted hell. For some unearthly reason I think last year was so much easier to get everything done. On a whim last year I decided to revive the CDC podcast with an end of year retrospective and pull off the first ever This Year In Video Game Blogging without telling anybody. Both ended up being stealth projects that took a lot of people by surprised, none more so than my editor in chief at the time Ben Abraham. Was I going to make it an annual thing? Well I don’t remember, but it hardly matters because I did it anyway.

I started getting ready near the beginning of December to make things easier on myself, to spread out the work and so forth. I don’t know what happened, but at the end of the month I ended up with strained eyeballs and a desperate dive for the finish line and actually did worse. Last year’s post didn’t need as much editing as this years all mainly because my brain, fingers and eyes were not on the same page half the time. The podcast editing ended up taking the same amount of time as last year even though I dedicated not to go to the same extreme lengths of editing and cleaning up as I did before. I cringe in certain parts at things I could have fixed has I gone for it. But of course being my sophomoric effort and the end of year projects they somehow got so much bigger. From 4 hours of audio to edit into a 3 and a half hour podcast to 6 hours of audio to edit into a 5 hour podcast. From typing up a round up of 60 links I typed up a round up of 79 links.

Scheduling the podcast recording session for two days before Christmas wasn’t the brightest idea on my part, especially since it was the day before Christmas for those of our friends across the International Dateline. But it was literally the only time I could get everyone to show up. I knew I was lucky last year asking Ben, Kirk and Denis out of the blue if they’d be free in a handful of days to record a podcast. I suppose it was a bit much to ask everyone who worked at Critical-Distance to come on. It was six people, one beyond the limit of what I think is a controllable conversation. Though it was fun finally getting to talk to Kris and Katie, come back soon ladies. Also, I like to have fun with the podcast titles and I channeled my inner brony for this one.

Though who knows, with these relaxed standards I might be able to do a podcast more frequently. What a concept!

As much as a slog as it was to get through the podcast, the real challenge is TYIVGB. It’s like TWIVGB except on an order of magnitude the likes of which you haven’t seen before. With TWIVGB you generally have between 20 and 35 links to curate and nearly all of them get in. Depending on that week’s editor your mileage may vary. With TYIVGB I have 937 links pre reader suggestions to cull (much more apt a word) through. Thank Inspector Space-Time that I wasn’t doing this stealth like and had an editorial staff willing to help me. I first went through all the TWIVGBs myself and culled the list down to around 300 potential links. Then I split them up and shipped off a piece each to a different editor. After Christmas Ian, Kris, Ben and myself got on Skype and we worked through all the yes’s to cut them down as well. Ben cut out all the No’s at the very beginning of the process so we could get through them faster. After we finished culling all the yes’s he had to go and I pulled up the deleted no’s and pulled out links I thought deserved a second look. I saved quite a few links that did end up in the final copy. Just goes to show how subjective the whole process is, especially when you only have a partial list. Also, thank you to those of you who submitted suggestions. I only asked for a line or two explaining why you thought a particular pieces was the best from the year, some of you did that, but some of you wrote essays. Good lord.

By the 4th culling process we still had near 100 links, so we went down the list again chipping away at things that we didn’t need. We cut off the fat where ever we could. We were looking for posts that could fill requirements of showcases authors, subjects, games, theories, discussions, but mostly for pieces that could pull double and triple duty. For every link we got to keep there were at least 1 it pained somebody to cut. I don’t know what it was about this year but last year’s TYIVGB was 60 links out of 995 and this year it was 79 out of 937. Kris and I came up with a few theories for this. Don’t know how right any of them might be. The next day I was ordering up all the links into a working outline so it would all flow nicely. After I got everything sorted into the big categories I had to bring in Kris because I need an editor to challenge me if I’m being an idiot. It took us 40 minutes to get everything nicely order. I have no idea how long it would have taken by myself. Probably all evening. We chopped out a few more links during this process.

I could go into detail over some of the stories we had during this process. Or how our views were vastly different. Or gush over the reception (which I think I’ll do anyway, thank you all for your kind words and excitement.) Haven’t seen anyone take issue with it this year, I’d like to think that’s because I was more open about the process and those of you following me on twitter saw the anguish I was putting myself through. Even yesterday’s tweets alone could stand as an example at that was only about the writing process. Anyway, back to what I was saying. I could go on into detail, but instead I want to use this post to highlight some personal favorites that got cut for one reason or another. Mostly because I was aiming for last year’s 60 and couldn’t even do that. So here we go:

This three-part creative writing piece in the style of Hunter S. Thompson tracking down Ash in the world of Pokemon is an absolute scream for me. I haven’t read a whole lot of Thompson, but there is just something about the Gonzo style journalism I find spellbinding. The fact it also reveals what an ugly world this would be if it did exist is a bonus. Of course we don’t have the space for such a piece on a game that wasn’t talked about much and while a lot of fun didn’t say much critically that we haven’t heard a dozen times before.

This is another Bitmob piece that shouldn’t surprise anyone that I like it. It had me at gothic horror. No one else seemed as tickled with it as I was and ultimately it didn’t cover any representation ground, but it is still a good piece that brings up some neat ideas. Neat ideas are great for a weekly inclusion, but not a yearly one. That became a thing, we started calling things week (with an E) pieces as in they are good for the week, but not for the year. Nothing we had was a weak (with an A) piece.

This Character Done Right  at the Border House struck a cord with me. Though it’s about a game I haven’t played that is several years old now, just seeing such and in depth analysis of a character that doesn’t fit the normal Star Wars mold is enough to make one stop and take notice. It was also written by Quinnae, which we unfortunately couldn’t find a worthy year end piece by here. She does good work.

Eric Swartz was a writer we wanted to highlight very much. Not only was he very prolific this year, but he is an excellent long form theorist. He wrote some of the best essays on UI design and structural design of the year. So this piece was in there for quite a while, but had almost nothing to do with the rest of his body of work. It was in there as a place holder because we couldn’t find the bloody link for the essay of his that to me was a shoe in. It took a few hours, but the right essay of his finally got put in. Also, this piece focused on the Smithsonian exhibit that while that got some attention it wasn’t a whole lot.

This next one was a user suggested piece that I hadn’t read before. It is a powerful piece about real Afghanistan and Iraq vets using video games to help combat PTSD. To me it didn’t say much about something in video games from this year like the author’s Call of Juarez piece which got included, but it needs attention so I’m showing it off here.

Last year we had a section dedicated to Print Criticism and Video Essays. While there were books, there wasn’t a Extra Lives nor was it Kill Screen’s inaugural year. You should be picking up the issues to the magazine however. And there weren’t enough video essays to justify having a section all to themselves. So I went through the big essayists to see which of their works was worth highlighting. Extra Credits got three great videos in, but here are two I wished I had space to go in. Deus Ex: Human Revolution and Art is not the Opposite of Fun. I feel that latter one, especially, needs to be linked again.

Ok, this one caused some real contention among editors, by which I mean Kris and myself. I really liked it as a think piece of who we become in video games even those where you can play as anyone you want. Kris saw a lot of problems with it that I didn’t get. In rereading it I find some of her issues with it valid and others unsubstantiated. I will admit I really liked it when it came out, but the shine had worn off over the year. It’s still a great piece just not yearly material.

This is another Kirk Hamilton piece that actually was the excuse for other pieces getting cut because they were too similar and this one did it best. In the end the satire of treating a work in another medium like it was a video game while entertaining doesn’t merit inclusion all by itself. We love satire and we included satire, but we didn’t need it. Plus we were going to sound like Kirk Hamilton fanboys after a while.

The Brindle Brothers are excellent writers new to the scene of video game criticism and we wanted to highlight their efforts. We had this and their Red Dead Redemption piece in the list until we started our final cuttings. I eventually determined that their RDR was just better and we had other pieces looking at first person shooters covering not exactly the same territory, but close enough. You can’t always get what you want.

This Frictional Games blog post really hurt us all to cut. We were making excuses and shuffling things around trying to find a way to keep it in after every culling round. Every single editor liked this piece. It quote Poe’s Fall of the House of Usher and Battleship Potemkin within a paragraph, how could you not like it? Eventually I had bring the ax down myself. It’s a great piece of writing in looking at video game formalism by developers who know how to tell a story in games, but it was indulgent of us. We knew the writing was on the wall for this piece (no pun intended). It wasn’t part of the conversation and it tragically wasn’t remembered on its own merit either. But I’m showing it off now, because dammit this is my blog.

I feel like I have to apologize to Matthew Burns for not including this piece, because its just so good. But ultimately it felt like something from last year and was following up on a conversation from 2010. It’s one of those January pieces that got lost in the transition. A few of us were wary since it seems to go into games as art territory. It was also a reader suggestion, so consider this my penance for that and allow me to show it off here.

Finally, this was another pieces that was painful to cut. In fact it has the distinction of being the very last piece of writing we cut. It made it all the way up to setting up the outline. It is a superb piece. One of the best written of the year about the second men of Final Fantasy. So, why did we cut it in the end? Because criticism doesn’t exist in a vacuum. By itself it’s a wonderful and would have gone in no question, but it was surrounded by Kirk and Leigh’s letter series, and by Tom Bissell’s essays and the writing people did on more relevant games and subjects. Against all that it just didn’t stack up and stood out as a bump in the flow. It sounds like I’m down on it, but really it is so good. It made the weekly roundup and would have made a month round up without a problem or a quarterly one without breaking a sweat, but you have to have higher standards when curating for a year round-up.

I hope people take this in the way it was intended as an extras list for pieces that didn’t quite make it. They deserve your attention, but they were the last tiny pieces of fat that got chopped off on the cutting board. The same thing happened last year, where for many different reason I had to leave off writing I personally loved. Critical-Distance could not create any sort of objective list of best criticism of the year, but we can damn well try. Pieces I like got left out and some pieces I didn’t particularly care for got in, because I can appreciate things beyond my tastes and understand their importance and/or quality. Our preferences will come into play no doubt, but we also have to be willing to put them aside for the work we are doing.

I hope you enjoyed the podcast and TYIVGB and if you haven’t got around to them yet, what are you waiting for?

Critical Distance Curator

Posted in External Sources, Recent Posts on September 25th, 2011 by Eric Swain – Be the first to comment

Ben asked me to step in again this weekend. Or rather he asked someone to step in and I said yes first. Thing was two days before it had to go up I had only two links. Then the day before I was pushing 30, so thank you all for that. And, well TWIVGB has been going on for over two years now. I want that to sink in for Ben, he’s been doing it for over two years. I’ve been helping for over a year and half officially and dumping more link in Ben’s lap than he can shake a stick at since the beginning. Suffice to say sometimes you have to do something to spice it up once in a while.

I was a paragraph in writing a normal round up when I noticed I used the word curator and I turned the whole thing in a faux museum tour. Having never gone on a museum tour when I’ve gone to museums I did my best to imitate one from the New York area. David Carlton who normally does the editing for TWIVGB went to bed early because I was taking too long so Ben stepped in as editor. I knew I was either going to make him laugh his ass off or get fired. Ben’s response?

I liked what you were going for, but you needed to go more all-out. ALL OR NOTHING, ERIC
ALL OR NOTHING.
So, Ben spruced it up a bit and changed the dialect to London hoity toity. For instance, I had a janitor find the work in the back room and Ben changed it to Grad Student finding it in the basemen. Actually, come to think of it, that’s pretty much the same thing. Also, I wrote “Mr. Kirk Battle Esq. aka L.B. Jeffries” to which Ben changed it to the much better “he Artist Formerly Known as L.B. Jeffries – Mr. Kirk Battle Esq. himself.” General improvements like that. And no, he had no idea what I was doing until he started editing it in wordpress. We are not a cabal. We are very bored individuals. So while I came up with the concept, Ben fleshed it out. I wish I could take sole credit for all of that. Thankfully it’s gotten some great response so far. Apparently people like to be entertained with their links. Who knew?

And because I’m paranoid someone who get on our case for being pretentious douche bags for this, I’d like to head that off at the pass. It’s a joke done because I got bored of the normal format. Have fun with it, jackass. Well, now that I’m done beating up a strawman, see you later.

End to Navel Gazing Week and Other Thoughts

Posted in Recent Posts, Thoughts on September 6th, 2011 by Eric Swain – 1 Comment

Well I said it was navel gazing week some time ago and I wanted to wrap up, after that monster of a last post, with a few more informal thoughts. Since that time has passed and other things have happened I figure I might as well just mash it all into one post. Really all that’s left to think of are a few musing on how to make game criticism more visible at least in my tiny corner of the world. Incidentally, my best friend who set this site up for me said and I quote, “Yeah, we see you guys in an ivory tower built on an island no one can remember the name of u_u”

Before I get into that, however, I want to welcome Kate Williams to the Critical-Distance slave pit, I mean staff. She had an excellent first outing last weekend after Ben jokingly solicited twitter saying he was feeling lazy and got serious replies. As Kris Ligman said (paraphrased here), ‘no more Smurfette Principle.’ She seems to follow the Ben Abraham school of thought when it comes to weekly roundups (quotations, quotations, quotations). May Kate stick around and become enamored and jaded with the whole process as the rest of us have.

Incidentally, I saw some talk that lead me to believe people still think we are a shadowy cabal who decides what goes in and what doesn’t. That we meet in dark hoods in corners of the internet lit by a single bulb and cackle over everything we’ve read, until the appointed person (mostly Ben) types out our thoughts. I’d like to point out I haven’t had a post featured in TWIVGB for months, since December I believe. Yeah, there’s your disproof right there. Since I refuse to submit my own stuff, since I effectively work for the site, I have to hope Ben or whomever still reads my blog despite that I don’t quote Latour every other paragraph.

No, it’s one person alone at their computer filing through the list of links dumped unceremoniously on twitter and e-mailed by Ben. Remembering to delete the doubles and then reads them, alone, on a Saturday night/Sunday morning, and then has to type them and make them sound good. All in time for someone else to spell check and send it through. (A lot more of my snark has gotten through of late than I’d figure would. Not just to Critical-Distance, but on the GameSetWatch and Gamasutra reprints as well.) One person, hopefully wearing pants, is alone at their computer typing it up for your narcissistic pleasure. So welcome to that Kate.

Lots of talk of RPGs is going on. From executives making rather ignorant comments, to bloggers responding to said comments, to long twitter discussion stretched over days trying to define the term. All of this happening while I’m on an Adventure gaming binge. Yeah. My timing sucks.

In all seriousness I’ll probably get to at least the theory part of the discussion later this week. (Someone stick it to me on twitter if I don’t.) Though Adventure games will probably get their own post and not just because I’m playing quite a few at the moment. I think RPGs and Adventure games have more in common than more people recognize. I have also been informed that there are a few posts, in turn, trying to save Adventure games and toss them under the bus. Yay, relevance.

You may have noticed I’ve started doing my Indie Game Spotlights again. Well CreativeFluff, where it originated has started going again, in part because we were bored and driven. Mostly bored. I have no idea how it will pan out between the two sites. There may be some talk on how to resolve it. Will CreativeFluff get the whole thing or will I just have to do a better job in talking about the games twice via different aspects. Who knows? Also, a new editorially mandated series has started, unfortunately on Wednesday instead of Mondays because we’re a bunch of poorly timed monkeys at the moment, entitled “Basic Game Design 101.” After two years we’ll see how much the lot of you I follow on twitter and in my RSS feed have taught me. I’d like anyone who knows something to call me out over there should I screw something up.

Thank you to those of you that commented on my last post either here or on twitter. I wasn’t in so much a funk after posting it as I was writing because editing will do that to you. But what really perked me up was looking though a conversation I had with Richard Terrell about two years ago where I tried to explain the appeal, mechanically of the Uncharted series and the utter failure I did to express anything properly. Now with two years of time to learn and develop my own critical theories on games I think I can actually explain it. So I will. (Just not right now.)

I got a few more pieces in the works for Gameranx, hopefully those get finished and in the features cue soon. I think  it’s more of a challenge to write the lighter, basically fluff, pieces when compared to what I’ve been doing. The step back is nice.

I’ve got a CDC podcast in the editing process. Also, I have a fifth transcribed interview, that I thinking of saying screw it and just publish the audio. So, here’s a serious question, would people mind listening to an hour long interview with Deirdra Kiai or would rather read it?

And finally the part I’ve been trying to put off. Most people don’t care, most people don’t even notice it, but my sidebar needs some serious work. In fact, looking at it I realize one part of it is broken. This is new. Anyway, that Playing Now thing, it’s got to go. It hasn’t worked in years. I am not, in fact, playing either Left4Dead or Chrono Trigger, but I can’t update new games into it and I fear what it will do if I get rid of those games. Unless someone can tell me how Micheal Abbot does his Now Playing sidebar, I think it best just to ditch the damn thing. And then there was the most important thing there, the blogroll.

Most people don’t look at blogrolls anymore, but some do. I know one guy who based his entire entry into the critical sphere because he found my site and used my blogroll to find so many others. It is so out of date. Way over half of the sites listed are dead. It used to just be my RSS feed. That is no longer an option. With over 100 links, it would be come too long and daunting. I don’t know what I’ll cut it down to or by what criteria of what goes in or not. Do I give a broad swath of different opinions? Do I limit it to just the biggest blogs? Do I keep it very small not to be intimidating? Do I try to be comprehensive? Do I stop asking rhetorical questions about something no one, but me and my paranoia care about?

I don’t know, but I’ll find out when I actually change it, so look for that.

Podcasts ho!

Posted in External Sources, Recent Posts on May 16th, 2011 by Eric Swain – Be the first to comment

A few weeks back, Kris Ligman came to New Jersey to give a presentation at a conference about her research. Before she was to fly back to California she dropped by my home town to say hi and chat. During her brief stop before I took her to the airport she mentioned that the Moving Pixel crew would like to have me on for a podcast at some point. I said I’d love to join. A while later I was contacted and was asked if I’d still like to come on. Well of course I would but I would need to know what I’d be speaking about. It tends to work better that way. It was Critical Distance and its place in the critical blogosphere. Ever since the year end round up I’ve been asking permission with anything Critical Distance related. I mentioned this and G. Christopher Williams stated he felt dumb for nothing thinking of Ben in the first place. So we all got together a few weeks ago to have a chat about Critical Distance. It came out today and I didn’t come off as bad as I feared I  might of. At the end I said that I was in the works for editing CDC episode 8 and hoped it would be out before this podcast went live, well it was. By three days.

CDC podcast episode 8: A Very GDC Podcast” is up for download and your listening pleasure, both at the site and on iTunes. This one took a lot longer to do in every stage of working on it. I batted around a few ideas for what to do and with Ben we eventually settled on the idea of getting a bunch of people who went together and group them together based on their favorite panels they went to. I asked 16 people that I could get a hold of and had it all set up one weekend only for it to collapse at the last minute when I found I had gotten work hours during much of the podcast time. So I tried to set it up for next weekend only for a lot of scheduling conflicts to get in the way. But I got 8 people to sit down on two different days for two different discussions about the panels they went. Given how long it took for me to edit these two sessions and get them produced it’s probably to everyone’s benefit that I didn’t do more.

GDC was back in March and I didn’t get everyone together until April and it only got released in May. I defend this timeline with the fact the second word in the title is Distance. So even with GDC being some time ago it’s still nice to remember everything that went on and hear it straight from a person’s own mouth. You can’t type down Courtney’s excitement about the SWERY talk like you can hear it on the podcast.

Oh and yes I do put outtakes at the end of each podcast. I cut out 20 minutes worth of umms, errs, you knows, likes, pauses, stutters and pauses from the audio. I go above and beyond for quality. Hope you all enjoy.

Another Podcast, Another TWIVGB

Posted in External Sources, Recent Posts on March 1st, 2011 by Eric Swain – Be the first to comment

It seems to be a theme for this year. I’ve done more on other people’s sites than I’ve done on my own. This continues to be true. Over a week ago I was invited to do the Chronoludic podcast with Chris Green, Mike Dunbar and Seb Wupper. The topic at hand was the question ‘what is a game worth?’ The focus of this particular question was the issue of economics and us as game purchasers. WE didn’t reach any ground breaking conclusions or earth shattering revelations. In fact it seems more of a review of the facts, but if anything it does show that these issues are not simple and that they are in fact many inter connected issues. From the personal, like present size of your wallet, what you want to buy, to the pile of shame on your table or on Steam to the corporate like how to make back your enormous production budget, fighting the used game beast, setting price in a competitive market and determining what market to go after.

Personally I think we’ve reached a point where companies don’t have to make every single game the big AAA blockbuster that has to sell multiple millions of copies to succeed. We see a few tentative steps being taken and thankfully being rewarded. There is a thriving indie scene with some mega successes like Braid and Minecraft. Double Fine and THQ are started what seems to be the indie department of a major studio like Miramax or Searchlight in the downloadable game market. We do see real changes being made, very very slowly and I think it’s that slowness of movement rather than stagnation that causes these conversations to come up. It’s frustration, hell I’m frustrated with what in my point of view seems like a very obvious way to come at the market that will reward the boldness and forthrightness of he approach. But then I’m a broke critic working at a third rate blog, not in charge of billions of dollars and thousands of jobs across multiple countries, so I really don’t have a right to dictate terms.

And then on the other hand we see the same corporations seem to make some head way and then pull their hand back sharply with only  the CEO yelling “psych” missing to complete the picture. Note, if you weren’t going to do it if you got a poor initial reaction from people that mostly don’t matter or something that had little to no purpose than you shouldn’t have done it in the first place. If you are going to try something new then you have to go in whole hog as the saying goes. An audience can always tell when the person on stage is only going so far that they can pull back if they have to, just in case. Those are the worst performers. It’s the one who jump in with both feet thinking they’re right and hoping the audience agrees that succeed. But EA, Ubisoft, Activision and the rest only seem willing to do it with the safe bets, safe bets that lose them money more often than not I’ve noticed. I’m rambling and we touch on most of this in the podcast and are at least somewhat entertaining.

You can find it here at Chronoludic’s website.

The other thing I did was last week’s TWIVGB. Ben is off at GDC again this year and asked for me to step into the writer/gather shoes. I took over when he went to GDC last year so that means I’ve been working on and off at Critical-Distance in a more or less official capacity for a year now. (Though in checking the dates, apparently GDC is a week earlier this year, so it will be next TWIVGB that will be the one year anniversary.) So, go me.  I’ve gotten better at it, but I think I’ve said than many times before and the only difference this week is that this last week is when I finally think I’ve reached my limit. My RSS feed has grown and with it how many posts I read. Well I think it’s finally at the size where it is unmanageable. I can only get it down to around 20-25 unread posts before I wake up the next day to find it’s jumped to around 50 or some number. There was a time where I could empty the whole damn thing and still have time to do something else. And that wasn’t too long ago. Hell I was able to do that back in October. Now I’m struggling to keep up. There is just so much being written and of course this is only my RSS feed. I still read links I get sent sent or are linked on twitter from around the web that aren’t in my feed and I read them too. I haven’t gamed, read the book that’s been staring at me since last summer to finish it, and I finally managed to watch a movie last weekend for the first time in weeks and came back to find my RSS feed had grown by another 15 or so.

Am I saying anything? No. I’m venting. Could I do as Ben suggest and just click set all as read? Yes I could, but then I’d be missing something, something good. I don’t rely on TWIVGB, because I’m often creating it. It’s the sysiphysian task of chosen and it’s just recently I can no longer get to the top before the bolder rolls back down. (Yes I know the myth and where that analogy goes off it.)

Anyway read last weekend’s TWIVGB here. And when I do this week’s I post the link to that one here. I’m not going to write another post just to say I did that one as well.

My Latest Work at Critical Distance

Posted in External Sources, Recent Posts on February 11th, 2011 by Eric Swain – Be the first to comment

While I haven’t been updating my own blog much lately it’s partly because I’ve been busying myself with other things. I’ve worked at finding a new job. I lost or rather finished my other part time, contract work last month. I’ve also been hurriedly trying to get my RSS feed back under control. The week I spent away from it (I’ll tell you why later on) even though it was the week between Christmas and New Years it didn’t slow anybody down when it came to posting. That and I was introduced to over half a dozen new blogs and had to get caught up on them. I got back into playing real games, not just reading about them and still have got a whole batch of essays lined up to be written. I don’t seem to have any small posts left in me, so these are going to take a while. But other than all that, the main thing that kept me busy was the projects I was working over at Critical-Distance.

At the end of last year through to the beginning of this year I was working on a new project. I knew the last week of the year was going to be a blank week when it came to TWIVGB. It was vacation time for everybody and Saturday, the usual release time (or it is on the East Coast at least) was New Years Eve and at around midnight everyone was going to be parting or recovering from the celebrations, again, depending on your timezone. Since Ben wasn’t going to do anything and the CDC podcast had put me in the mindset of reviewing the previous year I thought a TYIVGB might be in order.

So that’s what I did. I spent the week going back through every single TWIVGB from the year and reading all the links again. Many I remembered, others I needed a refresher. It was too big a project to do by myself so I asked Ian to help me. Together we got through the 995 links from the previous year and started a preliminary list of links. Sufficed to say there were way too many of them. So we went through them again, being even more discerning and got the list down to over 100. It was still too much. At the time I was aiming for something a little bigger than the normal TWIVGB, around 30 links. That idea was dashed on the rocks about this point. I had forgotten how much quality writing had come out, but I still had to cut it down. I was off for the week, no work, no responsibilities, except for what I set for myself. This is what I set for myself. Eventually I hacked away at this list until it was around 60. Did I include everything worth including. HELL NO. I had to cut some pieces I personally liked, because there frankly wasn’t room.

Did I miss some great pieces, most definitely. I used the TWIVGBs as my source of links. If we missed it there, we missed it for the final wrap up. Is it definitive? No, plenty of great work was left out, because it was too damn big. It wasn’t a here is everything from the year worth reading, it was an overview, something to remind people of all the great writing there was throughout the year. It was fun to look back on.

Spotlight: This Year in Video Game Blogging

Because I spent so much time reading the old stuff, multiple times I might add, I had a lot of catching up to do on my normal reading. Something I only caught up with this week. But meanwhile, between bouts with the forces of nature and multiple tons of white shit the sky dumped on us, I was setting up the next CDC podcast. It wont be a weekly feature, there’s no way it can be. We have no regular group of people like other podcasts. The casts will from now on be set up to match the topics. It was difficult to get this cast together, because many people I asked turned me down. It’s no longer the holiday season, people have busy lives. But eventually I managed to cobble together a great and very argumentative panel to discuss comments in the gaming blogsphere.

I knew it was going to be the topic since before we did the last podcast. That’s when the arguments started. It was supposed to be out a week ago, but like with all new endeavors there were technical problems. While the last podcast the challenge was the sheer length and size of the original recording, plus having to compile it into three different files, the challenge here was fixing an error in the recording. My voice ended up warping, doubling and interweaving itself to where I couldn’t tell what I saying anymore. I had to piece that back together fractured word by fractured word until I knew what I was saying and smooth it out. It took 3 programs to accomplish this. I don’t think I did too badly and am just lucky I didn’t talk more during the podcast. If you listen to the very end you can hear an unedited clip from the raw audio and it’s pretty much what it sounded like every time I talked. It’s a great discussion, fun to listen to, you can find it at the link below, but before that, here are a few choice quotes:

“I am interested in what they have to say; I don’t want them to comment.” – Ben Abraham

“I have a different attitude to my blog. I want it to be a beautiful place.” -Ben Abraham

“They’re like the people in the peanut galleries back in the 19800s when they had theaters.” – Ian Miles Cheong

“Hang on a minute. Why are you privileging the commenters over the author?” – Ben Abraham

“I’m really glad you have this opinion, but I don’t have it. I don’t share it.” – Ben Abraham

“Because I don’t think the fact that you have an opinion give your opinion value.” – Adrian Forest

“I think you’re misjudging you experience.” – Adrian Forest

“I’ve got a basis in experience and I’d like to think reality.” – Ben Abraham

If that doesn’t make you want to listen to it, I don’t know what will. I didn’t get any good lines in this one. Maybe next time.

Critical Distance Confab: Episode 7 – A Post-Comment World

CDC Podcast Episode 6 is Up

Posted in External Sources, Recent Posts on December 29th, 2010 by Eric Swain – Be the first to comment

A little over a week and a half ago I asked TWIVGB compatriots Ben Abraham and Ian Miles Cheong if they wanted to join me in restarting the CDC podcast series. I’ve wanted to do another ever since I last appeared on episode 3. I love talking to intelligent people, intelligently about… well anything really, but the subject here is video games. Given the time of year I figured it was only fitting that we discuss the year in a retrospective of events, stories and games. I knew the three of  us wouldn’t be enough. It took a lot of work and this was a very busy year. Ian suggested both Kirk Hamilton and Denis Farr. Both said yes, which was both surprising and headache inducing.

Kirk lives in Pacific timezone, myself in Eastern, Denis in Berlin timezone, Ian in Malaysian and Ben off of the Sydney clock. Sufficed to say setting up a time where everyone could be awake and available was a challenge. The day before I was getting ready. I was prepping. I was reading every single TWIVGB from this year and taking notes. I had honestly forgotten when some of these events had taken place and thought they were from a different year.

The remarkable thing about all of this, it was a stealth podcast. In that no one outside of the five of us knew what we were doing until after it was done.

The recording session was enjoyable in itself, all 4 and half hours. It ran on so long that we talked about breaking it up into two parts. It ended up too long that I had to break it up further into three. The year was big indeed, but even longer was how much we had to say on nearly every single thing I had written down. Afterwords Ian and myself talked for another 6 hours just for the hell of it. Over the next few days would cause me no ends of headaches as I would first get a recording program for next time that wouldn’t crap out after 5 minutes, finding and learning an audio editing program that would do what I needed it to do. I couldn’t find one, it takes two different programs to put things together. As I said for nearly 3 days straight on twitter: we all need diction lessons. The amount of pauses, umms, uhhhs, you knows, likes and all around stuttering was maddening. Especially after each one I had to pause the playback, highlight the offending section, make sure it was only that and not part of another word and delete it. If it sounds a little choppy at points, that is why.

As for music, thankfully Ian suggested some great fair use music, which I forgot to credit in the show notes.

Opening Theme: Close – The Alpha Conspiracy

Closing Theme: Wishing Never – The Alpha Conspiracy

The podcasts were finished Sunday morning, the day after Christmas. Then I had to teach myself a new skill and understanding: how to upload the things to the server so people can download them. That was a mind-numbing experience. (Google you are worthless at explaining FTPs among other things. (iTunes will be up whenever they say so.))

Throughout the creation process of this podcast was inexperience. I was a lackadaisical host in I let the conversation drag on in points, though in retrospect of what we got out of it, that might have been for the best. I had to wait for other people to send me the audio files, the server data or some of tidbit explaining what I had to do. I don’t foresee having these problems the second time around, even with different guests,  because I know what I’m doing now. Yay me.

There are a lot of fun details and behind the scenes shenanigans it took to get it together, but really it all comes down to the final product. You can download it here:

Critical Distance Confab Episode 6 – 2010 Retrospective

Once again thank you Ben, thank you Ian, thank you Kirk and thank you Denis for participating, putting up with me and the overly long podcast, especially keeping Denis up and Ben away from Red Dead Redemption.

Transparency for Critical Distance

Posted in Game Issues, Recent Posts on November 17th, 2010 by Eric Swain – 14 Comments

Last week I was asked to take over the TWIVGB feature at Critical Distance by Ben Abraham. It was my sixth time. During the week I collected the links and pasted them into a word document for later aggregation as I always do and I began thinking about the way things are done with TWIVGB. I realized I had quite a lot of power over the content of each issue, even the ones I don’t write. That thought scared me slightly. If there is one thing I’ve learned, is having someone looking over your shoulder and calling you out is the best option. Then as the week went on a number of things happened that caused me to reevaluate everything. So this is going to be split into two sections. The first on a view of the process and the second on the particulars, using last week’s post as example.

The Collection

Every week since April 19th of last year Critical-Distance has put together a weekly feature collecting the best of the critical writing the internet had offered that week. That initial purpose has been stretched somewhat, at different times discarding the internet, week, critical and in certain cases writing parts of that mantra. Every week people send in links to Ben via twitter, e-mail, facebook and/or any other method of getting links to a person. Then he aggregates them. Sometimes he passes the responsibilities off to myself or so far Ian Miles Cheong, when he is either unavailable or too busy to do a good job. It is important to note that we do miss things every week. Even with our expansive RSS feeds (Ben’s outstrips mine by about a factor of maybe 100) and people sending in links plenty slips through the cracks. Whenever we find something has been overlooked we enter it into the next TWIVGB. Sometimes it was missed by a day, a week, a month or in one case half a year.

My point is we are happy to get suggestions, in my case a little relieved. I hate being a sole authority on something like this. The fact of the matter is, the audience of this blog and Critical-Distance’s TWIVGB has limited overlap. I have a tiny audience in comparison. In fact, most of the hits TWIVGB gets aren’t even from Critical-Distance, but from the feature’s republishing on GameSetWatch and Gamasutra, especially the latter. People who might have an interesting in critical game’s writing, but have not the time to look for it, to go to many different sites or even to wade through RSS feeds to get it. That is our real audience. There is a good chance that those who take an active role in game’s criticism, the majority of my audience have already read a good deal of the posts we link before TWIVGB ever gets published.

This is where I feel like I have more power on the content than I reasonably should. In any given week I submit anywhere from 60 to 90% of the links. I don’t submit everything I read, not even close. If I had to guess, I would say a little less than half. If I think it’s interesting and worthwhile to others I submit it for TWIVGB. Think about that, 60-90% of what I think is worthwhile and interesting.

This requires a little history lesson of about a year and half ago. Critical-Distance went through a period right after it’s inception where people thought it was in danger of becoming a closed circuit network and, to be specific, have a white, middle-class and male slant centered around certain people. These accusations and fears were not entirely unjustified. Near all the contributors and editors are white, middle-class, male and in time it dawned on us English speaking. The debate almost completely devolved into arguments and fighting with the end result being that a lot of the culture link round ups and debates disappeared and Critical-Distance shrunk it’s scope to critical compilations, now far more infrequent and TWIVGB, which has grown. It wasn’t all bad. At some point in that debate someone said something along the lines of:

Well if you don’t like it, give us something not white, middle-class and male centric.

Of course the intention was good, but absolutely put the wrong way. I forget the specifics and I know there were nuances, but I can’t be bothered to search for them. (They are available in the comments of a post somewhere in Critical-Distance’s archives.) It was understandably taken as a rebuke effectively meaning, “we are white, middle-class and male and can’t be bothered to write or include other points of view” instead of how I saw it as an admission of a weakness along the lines of “we are white, middle-class and male and don’t know anything else, please show us what we’re missing.” Thankfully a few of the commenters took it as a challenge or as something that needs fixing and in exchange for a smaller scope Critical-Distance, The Border House was born. A fair trade any day.

It was a contentious affair and is still going on in other parts of the web every day. I will not belittle it. Instead I want to head anything like it off at the pass as it were. Honestly, if I kept my mouth shut, no one would have noticed or complained, but I don’t feel right not bringing it up. With content creation there is the 99%-1% rule. Where dedicated 1% of users create the 99% of the content for everyone. We see this is mod communities, LittleBigPlanet and Critical-Distance’s TWIVGB. I’ve never been apart of the 1% before, but there is a difference between a mod community and TWIVGB. With the mod community it is a matter of a person or group of people creating what they want to create. With TWIVGB it’s a matter of revealing already created content for others. I will admit it; my references and beliefs of what is worthwhile and good influence what I submit. How could it not? It wouldn’t bother me one bit if the submissions was more proportioned among users. However, thinking about it more, there are times where a piece will get submitted more than once, from what I see on twitter, by different people. I do not know what Ben gets e-mailed, but that doesn’t seem the case for the most part.

Also, regardless of how much I submit, or how much the regular contributors submit we will not find all the best game criticism. The internet is just too vast and places that don’t talk about video games may have a one off that is interesting and insightful and we will miss it. A few weeks ago, the time before last when I took the reigns of TWIVGB I liked a work by a internet magazine about a solider and his reaction to the Call of Duty games in light of his tours of duty in Afghanistan and Iraq. I didn’t wait and posted the link for all to see saying they should read it immediately. I got this response some minutes later and I quote,

@TheGameCritique where do you find this stuff?

You want my secret behind being able to find such an out of the way and off the game criticism beaten path. Trick question, the answer is I don’t. The editor of the magazine emailed the article/essay to me, because he hoped I would like it enough to spread it to my readership. He overestimated the readership of my site, but got lucky with regards to Critical-Distance. (I ended up working that week.) I would have never found it otherwise. I doubt any of the usual contributors would have found it, nor anyone I follow on twitter. The source was just so far out of way at a site that had never published anything relating to games before and I never heard of before to boot. Without that editor, we could have and most likely would have missed it.

I tell this story to highlight a point. This is an instance where we found the piece outside our comfort zones; the places we frequent, the people who frequent us. How many did we miss all those other weeks? I don’t know, but I know we did. Just three weeks ago I found a piece that was back from December of last year. It was interesting and on a blog that has since gone quite, but a blog no one had heard of before. We posted it that week some 10 months late. It doesn’t matter. If we find it late and it’s quality we will post it, we’ve proven that, but we can’t find it all. Ben was one person doing it by himself in the beginning. Then he asked for help. Then for a few weeks out of the year he passed off the reigns to Ian and myself. It is an impossible task for one man to do. It gets no more possible with three.

I use my RSS feed for nearly all my blog reading. It is a central location so I can find everything simple and easy. I don’t have to go to the 100 gaming blogs in there (Holy shit it’s 100 even as of writing this.) they come to me. Of course a number of them are dead, retired, or just on extended hiatus. Plus, I’m adding a new one on a nearly weekly basis. New quality criticism blogs are being created all the time. Sometimes I find them and sometimes they find me. (My twitter/site name causes this to happen a lot thanks to google.) Daniel Golding’s Mapping the Brainysphere is woefully out of date as Ben points out and it’s less than two years old. But because of my method of reading and gathering there are limits. I can’t read blogs that don’t have an RSS feed no matter how much I want to. (I’m looking at you Psychology of Video Games.) I also lose out on the comments, because they don’t appear and I can’t click on each item.

Early on I made a conscience decision to diversify my RSS feed as much as I could. I went out and searched for different opinions, view points, backgrounds, and approaches to criticism. I follow people who I fundamentally disagree with in regards to games and only seem to argue with. Having a different opinion doesn’t disqualify you from my RSS feed. Not having one, a blog that has died, or not having anything to say are my only disqualifying requirements. Even then some of the blogs/site I follow have little to no critical component, but are a vastly different viewpoint and that alone makes them worth following. Some are writing experiments on a single game. Some are places to work out opinion pieces for other sites. I have a diversity of blogs from all over the world, opinions and backgrounds.

And it is not enough.

You could call this a plea to help with our search and get your own voice in the selection process by sending us links. But we say that almost every week. All I’m really doing here is notifying people of a situation. I paint it in as truthful a light I can and let you make your own judgment. Most, maybe all of you will be fine with things as they are and what we lose in the process is acceptable given the nature of the situation.

Now comes the harder discussion.

The Aggregation

The post was going to end there when I had first conceived of it last week. Then I was asked to wire last week’s TWIVGB. All was going well until Saturday when I sat down to compile it. I started early around 4 pm so I could get it done long before midnight EST, which is the usual target time. Or at least is the target as I perceive it. 12 hours later at 4 am I wrapped it up, posted it for editorial review and went to bed. This is the story of what happened in those 12 hours.

To be fair it wasn’t the whole 12 hours, I had dinner, walked away from the computer for an hour or so to stretch, had to pick up ice cream for my parents. But even so my first week, the largest TWIVGB we had took 3 hour to compile and post. I got faster and could do it in under an hour and half. Even the time I promised to do it and ended up going to Boston to sort out my graduation (because BU bureaucracy is three different types of pain in the ass), had no wi-fi and ended up stealing it from various Panera Breads around campus. Even then it took an hour 45. So what happened?

I had my list of links set up in one word document and I began writing in the other. I quickly reread some of them to group the related ones together. Then I checked and got Ben’s email of everything that was sent to him. Most of it was what I had already collected. There were some new additions as there always are. I opened them and read them. Then over the course of the hours a few more were sent in to the twitter account. That is where the problem came from.

There were a total of ten pieces not already in my list. Four made it in. If a suggestion comes in, 99 times out a hundred it is included if not this week then the next week if it missed the cut off time. I rejected six in one week, each for a different reason. That is probably more than double than all the other weeks I’ve ever done combined. Those ten posts cost me about 10 hours.

The four that went in consisted of two I hadn’t seen before, one that I had open in my web browser but hadn’t gotten to read yet and the three part interview from Gamer Melodico that I had read but hadn’t added. The first three are understandable and probably would have been on my list had I read them before. But I want to talk about Kirk Hamilton’s interview. I don’t really read interviews with the view of a critical mindset for submission possibilities. Probably because most interviews are glorified PR stints, but this one was sent in, which means someone thought it was worth enough to be included. I added it.

In contrast we have the other six pieces that editorially I felt were lacking and opted to not include them. I’m going to go one by one and explain myself. Again I could avoid all of this by simply keeping my mouth shut.

The first was this one about Activision’s oversight on a preorder bonus of 360 avatar costumes. It was discriminatory, but the piece was short and didn’t say anything about it other than the problem existed. It also has an update showing the codes Activison released when they realized their mistake. Sexism in the industry, even in something as small as forgetting to have female avatar costumes, is a problem. I see at least a dozen posts each week pointing out instances and the faults in each instance. The thing is, all these posts do is point out the faults. Very few go beyond that and the ones I recommend are the ones that are more than two paragraphs pointing out that such and such exists. Pointing it out and not explaining or exploring the problem is not enough. The thing is, there are a number of different points in the post that if expanded and connected could have given a great picture of midnight launch experience from her end, but she doesn’t. Had I found and read this post during the week on my own I would never have given it a second glace. But that wasn’t the case. It was suggested, someone thought it was worth the time to read. Remember for the most part this isn’t for the critical gaming sphere. I read it and reread it about half a dozen times debating with myself. In the end I thought that while yes it points out an example of a larger trend it says nothing about it.

Second was a review of Fable 3. I’ll quote Ben from the email here.

We don’t normally include ‘reviews’ under the heading of criticism, but have a look and decide whether you think appropriate. I leave the decision to your capable judgment.

Aside: I’ve gained a reputation within Critical-Distance for my somewhat outrageous reading habits, continual quality suggestions, weekly diligence and willingness to step in to help. I’ve gotten props within in the TWIVGB posts several times for my contributions in collecting. In one instance Ben included a piece he didn’t think was worth much based on my recommendation alone and said so in the post, saying “Still, the piece comes recommended by Eric Swain, so that counts for something.” He has a lot more confidence in me than I have in myself, to the point that I never suggest anything I’ve written because of…ethics I guess. End Aside.

Point being I read the review at least three times looking for something beyond a normal consumer review. I’ve included reviews before in my TWIVGBs, one making a satirical point about reviews and the other as an example of what a review could be. This one had an interesting idea or two, but does nothing with them. He states a feature of the game, says something interesting about that feature and then stays with it for exactly one sentence before moving to the next feature or thing the game does. A lot of what I read does this. They set up something about game, make a very interesting point and never explore it. And they always seem to be a point that could be a whole essay in their own right. It used to make me bang my head against the wall for the missed opportunity. Now I’m sort of used to it.

The next two come from Bitmob. They have a habit of submitting everything slightly critical from their site that week. So we take everything with a grain of salt and carefully read them. They submitted four pieces this week. Two made it in and two didn’t. The two that didn’t were about explaining why developers or rather publishers keep secrets when it comes to their the flow of information regarding their games and the other talking about death in video games. The former in my opinion was common knowledge and just a stating of facts, (don’t know if they are all true or not, giving the full benefit of the doubt) and the later is about such a well worn topic that not only manages not to say anything new, but anything constructive at all. Again it is a matter of listing facts, and then making an interesting a point before walking away from it instead of saying anything with regards to that point. I had to read it again to make sure I didn’t miss anything or there wasn’t a second page somewhere.

It really is noticeable, especially with regards to the other two pieces they submitted. One about a system of exploring the verisimilitude of games through the mechanic’s feel between the player, controller and game with an example to demonstrate. The other looks at the topic of betrayal, one not covered often, through the eyes of personal experience and the similarities between the feelings in what boarders on New Games Journalism. And no I don’t think either of those are exaggerations the big words make them sound like. They weren’t exceptional works that will be looked back for weeks or months to come like some I could mention that get reference again and again and probably would be included in an anthology, but they are worth including.

Finally we come to the last two, both from Electron Dance about amateur games. These were the time suckers of the evening. Both posts have something in common. Both are another type I see a lot of during a week. The here is a game, here is what it’s like, it’s really good, give it a try. They are the equivalent of the AAA press releases, but for indie/amateur game that no one has seen yet. Now these are the bread and butter for the independent, bedroom programmers towards getting exposure and I will not denigrate them one bit. As critics it is our job to find gems and point them out, but that is all they are. They aren’t critical; these posts point out a game’s existence and tell you what it is about. They don’t say anything about the game itself. Now the two posts in question do go a step further. The same step I mentioned above. The author makes an interesting point for a sentence or two and then walks away from it. Again this is like an IGN writer giving their two cents about a AAA game’s press release.

It didn’t help that the game in question were Marvel Brothel (NSFW), which I would have included despite the content if the post had said something about the game in any amount of depth. It didn’t help that by the time I got the link the game had been taken down due to copyright infringement. I will make no value judgment on a game I have not played, but it really would have taken some writing on the game instead of just about it to be included.

The other was about a game called Dungeoneer (NSFW, trigger warning for torture, trigger warning for rape, trigger warning for other vile things I’m not sure I have name for) had the same problems as Marvel Brothel in that it says little about the game before moving on. Again it’s okay to give attention to game, but not for a critical aggregation. I will admit there was a large personal preference in not including it for content. I was intrigued by what the game could offer as a unique experience, but I will never touch it with a 100 foot Ethernet cord if I can help it. I wrote and experimental game idea about torture for Blogs of the Round Table, and even that made me feel physically ill. I don’t want to think what a game like this would do to me.

Six rejections. This post is about editorship as much as anything else so I want to go a week further back and look at a blog post Ian Miles Cheong chose to include. It is about Minecraft as a secret Christian game meant to sucker the larger player base in to the word of the Lord. Now a Christian reading of Minecraft would be interesting in it’s own right. Criticism is as much as what you read into a game as it is what the game is about. I can understand some of the insight as legitimate, but some of it is just bat shit like the Alpha in Minecraft Alpha as a reference to Jesus being the Alpha and the Omega, when really it’s a software term for working first draft and as soon as Notch fixes enough bugs and programs enough features in will become Minecraft Beta anyway. Or the outrageous nudge nudge wink wink he gives Notch for secretly putting all this Christian stuff in to subtly win people over. The thing about readings is you can support most things. If I wanted I could say and support the exact opposite and given that he lives in Sweden, a country with a history towards Christianity and I could make a case, as stupid as it is. Also, this isn’t a joke post I looked at some of the rest of the site and the guy is as serious as they come.

I wouldn’t have included it, but Ian did. What does that say? We who write TWIVGB have a lot of power over the many, many people who read it for the articles. As much as I hate it, we are the gatekeepers. Our writing not only determines what posts get included, but also helps how many hits it gets. Which posts do you think get the most hits? The ones with quotes. I know this because one week I had three posts in TWIVGB all about inFamous. One got a quote. Guess which post got three times as many hits and the others. The size of the link also effects how many people click on it. A link that is a sentence is more likely to get clicked than one that is a single word. Of course, even I answer to people when it comes to TWIVGB. I have gatekeepers myself. What I write still has to be confirmed by an editor. I assume they read it first. Plus, like I said Critical-Distance is the small fry of the three places TWIVGB gets posted to. GameSetWatch and Gamasutra where most people get it from go through an editing process of their own. On one occasion my slightly snarky comment got cut out and another my editorializing went through as is, so I don’t know. There is nothing we can really do about this. A human being is still writing TWIVGB and these human beings have opinions. All I can do is be open.

I wrote TWIVGB, I rejected suggestions and I have explained myself satisfactorily, I hope. I don’t want to wish I kept my mouth shut. I leave the final word to Ben Abraham, the editor I answer to.

It’s a hard line to walk though. Between being comprehensive and also discriminating in linking to really quality stuff. Anyway, I need to go get ready.

One final note: I know what it’s like seeing one’s name recognized for the work you’ve done, and what a thrill it is to see something you’ve written linked like that even in something as small as TWIVGB. So please take credit for your work. Don’t make me hunt into the deepest reaches of your site for a name or try the Purloined Letter gambit and hide it in plain sight, but disguised. Also, I realize this might be an issue, but I like to know the author’s gender, so I’m not that guy, the guy who sees Sam and writes ‘he’ when the full name is Samantha. I don’t want to be that asshole.

Working for the Weekend on Critical Distance

Posted in External Sources, Recent Posts on March 1st, 2010 by Eric Swain – Be the first to comment

As some of you may know, or care, Ben Abraham will be gallivanting off to GDC thanks to the generous contributions from around the blogosphere, proving once more that some people have way too much free time on their hands. All kidding aside, I’m sure Ben will do a bang up job covering the event. For those of you who don’t know him and will be going, he’ll be the one introduced as the Permadeath guy. He will also have an Australian accent and probably be the only one with a tan.

“What does this have to do with me?” the man at the back of the room says. I’m glad you, not a plant, asked me that. Ben Abraham, among his many ventures, posts the TWIVGB (This Week in Video Game Blogging) feature over at the Critical Distance blog. Due to the fact he will be out of the country, his country not mine, he has decided to take leave of his senses and ask me to fill in for the next two weeks.

So if you follow Critical Distance and notice a slight drop in quality of your quick perusal of video game criticism, you know who to blame. If however you don’t want that to happen, please @ reply any links you might find over the course of the next two weeks to the critical distance twitter feed: critdistance.

Critical Distance is a community effort to up the thought surrounding our medium. Please do your part in making my job that much easier.