Edge Magazine - Cliffski Is A Jerk. Thanks Mike Martinez.
The industry is just so whitewashed of personality that when someone says something normal, everyone has to grab for it like some sort of slippery pig before it escapes. Please nobody let Tim Schafer get away.
BitMob - Getting My Girlfriend to Game.
When we were in GameStop the other day, she said something I never thought I’d hear. She was looking around the store and spotted a poster for Fable 3. Then she began to tell me why she wanted to play it. At the same time, I thought about all the grief hardcore gamers give the Fable series. We complain about Peter Molyneux’s exaggerated promises and grandstanding. But suddenly, I didn’t care. The only thing on my mind was experiencing a fun game with someone special to me -- not an anonymous jackass on Xbox Live.
BitMob - Developer Commentary- The Greatest Feature Games Rarely Include.
I realize that Monkey Island 2 isn't the first of its kind to include commentary. This feature seems to come standard in every Valve release. I loved listening to the Portal, Left 4 Dead, Half-Life 2, and Team Fortress 2 teams chat about their respective games because I learned a lot about the games I love. I also prefer the level of interaction the information brings. It's one thing to read about Portal's level design in an interview, but to hear designer Kim Swift explain it while you're solving it is something else entirely.
The Firearm Blog - On Guns in Video Games. Thanks Mike Martinez.
Now there are animators who will not be happy hearing how a bolt catch on an AR-15 works because it looks less interesting than pulling the charging handle, but I would definitely argue for the real behavior because it looks more professional and less like a cliché. Another example would be when game designers decide if game guns should have a rail accessory system, because it suggests that the player could modify the weapon. So now you understand why weapons in games behave like they behave. But how do they get into the game?