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Op Ed

Gamasutra - Minecraft And The Question Of Luck.
The first reason is that it is a solid game. The balance of activity versus threat, the ability to create almost anything that you can imagine, and the charm of the game’s blocky style all capture attention and imagination. It’s a game of experimentation and creativity that frequently delivers many small wins to the player, but without being brash about it, and in doing so it tends to form at least a connection level of engagement in the player.

Passionately Lacking Conviction - All Work and No Play, Make RTS a Dull Genre... Thanks Ant.
Anyone else get that feeling when playing any of the recent mainstream RTS games? It was novel at first. But now, it is work. When you are playing anything but "no rush 5 minutes, n00b game"s, be it single player missions or multi player matches, you are building the base because you have to. Because it is your only way to build up an army. And, for the most part, you do it in a time constraint, fearing the coming onslaught of Red Helmeted Fanatic Zerglings under strict orders from Saruman to wipe you off the face of Middle Tib Sara.
It's a chore on your way to the fight. Some might even go as far as calling it a hindrance.

Ars Technica - Why Dead Space 2 is a direct attack on Scientology.
Scientology puts great importance on the sale of this material, just as Dead Space presents the Church of Unitology as heavily pushing its own books. Take a look at both screenshots to see the similarity in the aesthetics of the books in question, and the science-fiction styles of the covers. The look of Unitology was clearly lifted wholesale from Scientologist texts and products.

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