Every year, The Guardian makes a list of 100 most powerful people in British media. This year, only one of them was involved in games. Could this be accurate? Tadhg Kelly doesn’t think so. We have much more power than we realise. Although the British game industry has dropped to sixth place in the w
Open book. That is how we describe people who are easy to understand: they are easy to read, as it were. But perhaps that is an outdated expression and a videogame metaphor would be more apt? Alan Kwan, an artist of all trades, may have something we can work with. Early next year, [Kwan] plans to o
Videogames, as we know, are a massive industry: According to PricewaterhouseCoopers (PwC), a consulting firm, the global video-game market was worth around $56 billion last year. That is more than twice the size of the recorded-music industry, nearly a quarter more than the magazine business and abo
It’s no secret that videogame production is lacking in diversity, both in who makes games, and whom they are made for. A panel at Game Narrative Summit suggests that tackling this issue (as it relates to women) is more complicated than simply making a main character that is a strong, androgynous, ro
Many major videogame companies go through a common development process: Developers staff up to make a huge game, then shed members once it ships because they no longer have anything for them to do. It happens again and again, whether the game is successful or not: Take-Two had a huge hit with Red D