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01-24-2006, 08:12 AM
Get a group of gamers together without anything to game with and inevitably they turn to talking about games. Our authors wax philosophical, as one does over a good cup of joe, in this week's issue of The Escapist: The Virtual Coffeeshop (http://www.escapistmagazine.com/issue/29). Articles include:
John Szczepaniak: Late 1980s and Beyond! (http://www.escapistmagazine.com/issue/29/3)
Some of the world's commentators say videogames are either incapable of having meaning, or are only now reaching that stage. John Szczepaniak disagrees, providing examples from gaming history.
Pat Miller: Metal Gear Pacifist (http://www.escapistmagazine.com/issue/29/7)
Beneath the stealth action of Hideo Kojima's genre-defining series lurks a message that many gamers probably never notice. Pat Miller explains how gameplay can be used to convey messages in ways that other media can't.
Patrick Dugan: An Exit (http://www.escapistmagazine.com/issue/29/11)
"Most game designers would balk at the term 'interactive drama,' off handedly dismissing the possibility of virtual characters and social gameplay as being contrary to the nature of computers." Patrick Dugan looks at Façade, an interactive drama.
Dana Massey: History Through Games (http://www.escapistmagazine.com/issue/29/15)
"It is the responsibility of society as a whole to make sure future generations, not just stuffy historians at the local college, remember the past. Yet, doing so requires they want to learn, and that is why I look to the entertainment industry to pass along this knowledge to the masses." Dana Massey discusses preserving history through games.
John Szczepaniak: Late 1980s and Beyond! (http://www.escapistmagazine.com/issue/29/3)
Some of the world's commentators say videogames are either incapable of having meaning, or are only now reaching that stage. John Szczepaniak disagrees, providing examples from gaming history.
Pat Miller: Metal Gear Pacifist (http://www.escapistmagazine.com/issue/29/7)
Beneath the stealth action of Hideo Kojima's genre-defining series lurks a message that many gamers probably never notice. Pat Miller explains how gameplay can be used to convey messages in ways that other media can't.
Patrick Dugan: An Exit (http://www.escapistmagazine.com/issue/29/11)
"Most game designers would balk at the term 'interactive drama,' off handedly dismissing the possibility of virtual characters and social gameplay as being contrary to the nature of computers." Patrick Dugan looks at Façade, an interactive drama.
Dana Massey: History Through Games (http://www.escapistmagazine.com/issue/29/15)
"It is the responsibility of society as a whole to make sure future generations, not just stuffy historians at the local college, remember the past. Yet, doing so requires they want to learn, and that is why I look to the entertainment industry to pass along this knowledge to the masses." Dana Massey discusses preserving history through games.