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by G. Christopher Williams

16 Aug 2016

As noted yesterday, in anticipation of our forthcoming discussion in early September of Kentucky Route Zero, Act IV, we are featuring our previous discussions of the game.

Today, we continue our discussion of the early episodes of Kentucky Route Zero by focusing on its second act.

by G. Christopher Williams

15 Aug 2016

In a few weeks, we will be discussing the most recent fourth act of cult hit Kentucky Route Zero. In anticipation of that discussion, we return this week to our initial reaction to one of the strangest and beautifully crafted games of this decade.

by Nick Dinicola

12 Aug 2016

I wrote this about the difference between exploration and wandering some time ago:

Exploration is not an aimless activity. It’s a very goal-driven activity. We might not know what our goal is initially, we might not know what we’re looking for, but we know we’re looking for something. It’s the knowledge (or assumption) of that “something” that drives us to look closely at the world, to explore it. Without that “something” to tempt us, our movement ceases to be exploration and becomes wandering. The former has a purpose (we move with the intention of learning), but the latter has no purpose. That’s why Skyrim gives us a compass to point us in the direction of interesting discoveries. Bethesda understood that without some sort of goal in mind, players can only wander, and wandering is boring.

I think the distinction still holds true. There’s a fine line between exploration and wandering, between something fun and something frustrating. The Elder Scrolls and Fallout games have achieved immense popularity because they expertly straddle that line. Surprisingly, so too does Pokemon Go.


by Jorge Albor

11 Aug 2016

In an outcome no one found surprising, Cloud 9 Challenger (C9C) earned a spot in the next competitive season of League of Legends. It’s normal for a team in the Challenger Series to earn their way back into the regular LoL eSports series (the LCS). However, this particular success story is marred by strange circumstances. See, the Cloud 9 eSports organization already has a team in the LCS, and they’re not allowed to have a second. C9C will not actually be joining the LCS at all. Instead, they’ll sell their spot for a profit.

There’s a pretty clear consensus from organizations, players, and eSports fans that something is terribly wrong with this picture.

From a viewer’s perspective, these events undermine the contest of the Challenger series final and the premise of the series as a whole. The stakes of the final match are diminished when (whether they win or lose) the teams fighting for a spot aren’t going anywhere. Also, the premise of the LCS is that the best teams in each region are fighting it out all season to climb the rankings. By letting in a team that bought their way in, instead of earning it, is to erode that premise.

Another concern is that Cloud 9’s role in the Challenger series diminishes the prospects for new eSports players trying to prove their worth at a higher competitive level. Most of C9C’s roster are pro veterans, former starters for C9’s original roster. This might be the case for a handful of other Challenger team rosters, but it gets at what I think is the heart of this issue: How do you build a consistent pool of fresh talent in eSports without destabilizing existing and long-lasting organizations? If the Challenger series is meant for up-and-coming players, is fielding sister-teams stocked with former pros adhering to that tenet?

The easy answer might be to limit how many teams any one organization could field at all. If C9 were not allowed to field a Challenger team, then the controversy over selling their LCS spot wouldn’t be happening. However, I’m inclined to agree with Hai, C9C’s team captain, when he said in the interview below that C9C provides opportunity and tutelage to fresh faces, albeit to the few that are actually new on team.

Perhaps more importantly, Cloud 9 brings the full legitimacy and bureaucracy of an established eSports organization. He’s not wrong to call out some shady practices in the Challenger circuit. Hai’s organization can, at least, pay their players on time and at a more competitive rate.

Perhaps another solution is doing away with the Challenger series entirely, cementing League of Legends eSports organizations with a franchise model. This would mirror many traditional sports and ensure that organizations who pony up the sizable investment necessary to play have the opportunity to improve their team and recoup some of the costs of starting an organization in the first place. This also creates the added benefit of increasing fan loyalty, since it’s hard to continue to follow a single team when organizations drop in and out of the competition after every split.

However, we’re again stuck with the problem of creating a consistent pool of highly skilled players to grow the eSports scene. If Riot implemented a franchise model, they could scrap the Challenger series in favor of supporting collegiate teams and competitions, recreating the model that the NFL uses to bring in young talent. Or Riot could continue to host the Challenger series as an entirely separate competition, truly creating a Minor League aSports. Existing organizations who field Minor League teams would then have feeder squads, teams of players that they could hone into the next eSports prodigies to bring onto the primary team as other players move on.

I don’t have any good answers here. Time and again I look at eSports today and see an amazing opportunity to shed the dangerous norms that have appeared in traditional sports entertainment. FIFA is constantly dealing with one scandal or another, and the NFL and NBA suffer from their own forms of corruption and exploitation. I also find collegiate football a blight on the American education system as well, so I would hate to see the same model used in professional eSports.

Something has to change for League of Legends, and it just so happens that any major decision will have long term consequences not just for LoL eSports, but for eSports as a whole. I don’t know where this will all lead, but this conversation is an important one to have. As more and more money flows into eSports, we risk losing the opportunity shape its future.

by G. Christopher Williams

10 Aug 2016

I’ve never really felt that strongly about the Batmobile. In comic book worlds full of flying men, who shoot lasers from their eyes, and men and women who are masters of seven different forms of martial arts and are also probably the world’s greatest detectives, a car is, well, a car. It gets you from point A to point B.

As a man who doesn’t swing from webs or leap hundreds of feet into the air, the need for a Batmobile makes some sense though. In the comics, Batman’s use of a “super” car seems strangely quite practical. Having some form of very efficient locomotion in a world where you’re competing with people who can fly seems like a means of evening up the odds. In video games about super heroes, or more specifically in an open world video game about a super hero, it also seems useful to have an efficient means of moving through a large world.

//Mixed media

'Steep' Loves Its Mountains

// Moving Pixels

"SSX wanted you to fight its mountains, Steep wants you to love its mountains.

READ the article