Kevin Ohannessian: "Stephen Gaghan, the writer behind Traffic and Syriana, joined Activision to create Call of Duty: Ghosts. We talk to him about the process of writing for games, working with developers, and how games will change how he makes movies."
Brent Lang: "If Ubisoft's latest campaign works out, Sam Fisher's mission will no longer be confined to game consoles.
But before the game maker could deploy the black-ops protagonist of its hit "Splinter Cell" videogames into other media platforms like novels, television and film, it needed the help of Starlight Runner Entertainment."
Zoe Quinn: "Do you have an idea for a game you wish you could play rolling around in your head? And no one is making it? I've got good news for you: there are more tools and support than ever to help people who have no experience with coding or development start to learn how to create the games of their dreams. If no one is making what you want to play, why not learn how to make it yourself?"
"Creating movies from within computer games may sound like something best left to teenage boys, but the art of machinima, making animated films from within the real-time 3-D 'engine' of a video game, is proving anything but says Aaron Martin, Collective London's head of strategy" ...
The Digital Rocking Chair's insight:
Check out Machinima.com for the ultimate in specialized machinima-style filmmaking. With 7.7 million subscribers it's definitely a success story!
Chris Suellentrop: "In 2007, Irrational Games released BioShock, a videogame that took the first-person perspective and remorseless slaughter of blockbusters like Halo and Call of Duty and set fire to the medium’s narrative conventions and audience expectations. The result may have been gaming’s first work of art" ...
Mark Langshaw: "Few fictional characters have captured the world's imagination like James Bond. Ian Fleming's iconic spy took literature by storm in the 1950s and 60s, and went on to feature in one of the most prolific film franchises of all time" ...
In this super-sized edition of Speak Up on Kotaku, commenter DocSeuss tells us the difference between being immersed and being engrossed, and explains why he believes the future of gaming depends on games that submerge us in fantasy worlds.
Stephanie Carmichael: "Starlight Runner Entertainment is a purveyor of videogame franchise bibles, or, as it prefers to call them, “Brand Universe Mythologies.” These might span 40,000 words or over 200,000, codifying hundreds of hours of content from different media into one comprehensive guide. They’re full looks into complex universes, and depending on the viewer, you can see either the forest or the trees."
Christine Champagne: "The iconic game celebrates its 33rd anniversary on May 22. Technologist and gaming expert Chris Melissinos explains how it changed everything from arcade culture to video game design."
Brian Crecente: "Hawken: A year and a half ago no one, beyond the team of nine working on the game, had ever heard the name. But by the end of this year, if all goes to plan, Hawken the game will launch in the eye of a transmedia storm that includes a video web series, a graphic novel, feature film and plans for an animated television show, action figures, a novel and perhaps, one day, lunch boxes."
Erik Kain: "Blatant sexism and misogyny in gaming culture may be the work of a minority of gamers, but it’s still an important issue that deserves an open conversation. The ugly backlash to Anita Sarkeesian’s Tropes vs. Women Kickstarter project is an illustration why."
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