Video Games

29 articles
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After a breakup, a man begins to transform his apartment into a retro arcade.

"I ask him what he plans to do with the games. Is he going to start an arcade? Is he going to fix them and sell them? Matt shrugs and tells me it’s just a hobby now. It’s good that you’ve distracted yourself from Sarah, I tell him, and he says yeah, he’s enjoying his abdication—abdication, as if he’s resigning from the presidency or something. He says it makes him feel like a kid again and I nod. Video games will do that. Nostalgia. But Matt shakes his head, like I’m not understanding him."

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The bizarre battle over the Call of Duty video game franchise.

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How Curt Schilling’s video-game company went bust.

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Why people play violent video games.

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The game’s past, present, and future.

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Jonathan Blow is both the video game industry’s most cynical critic and its most ambitious game developer. As he finishes his indescribable game-opus, a trip inside the head of a videogame auteur.

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The beginnings of the best-selling video game, from a chapter of David Kushner’s new book on the subject.

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In which the author’s wife attempts to break the world record in Tetris.

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On a U.S. soldier burned to the verge of death and the virtual-reality video game doctors used as treatment when he came home.

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On video game collectors’ “holy grail” – a Nintendo World Championships cartridge:

Wired.com tracked down some of the Nintendo World Championships participants and serious videogame collectors whose lives have touched by these coveted artifacts of a bygone 8-bit era. Here are their stories.

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A profile of Tarn and Zach Adams, creators of the computer game Dwarf Fortress:

Dwarf Fortress may not look real, but once you’re hooked, it feels vast, enveloping, alive. To control your world, you toggle between multiple menus of text commands; seemingly simple acts like planting crops and forging weapons require involved choices about soil and season and smelting and ores. A micromanager’s dream, the game gleefully blurs the distinction between painstaking labor and creative thrill.

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On the shift from the “triple-A video-game production cycle — the expensive development process, in other words, by which games like HaloGrand Theft AutoUncharted, and BioShock are unleashed upon the world” towards the simpler pleasures of gaming on the iPad.

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Duke Nukem 3D made its creators filthy rich. Trying to complete its sequel nearly destroyed them.
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On LA Noire and the gaming paradoxes presented by pairing nuanced storytelling with a player’s free will.

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A field trip to the video gamey world of the modern trader.

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One of the most valuable cars in the world crashes going 200 mph on the Pacific Coast Highway. Its owner claims to be an anti-terrorism officer. In fact, he’s a former executive at a failed software company—and a career criminal. The unraveling of an epic con.

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Inside the most ubiquitous distraction of its era.

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Forty years ago, a trio of student teachers created the most popular educational game of all-time.

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On how 21st century culture shifts killed the nerd and what lies ahead.

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A profile of video game artist Shigeru Miyamoto, the man behind Super Mario Bros.

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How the mind behind Lemmings and Grand Theft Auto plans to push gaming further.

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A new strain of educational thought (and practice) involves embracing the technology of the moment - which means bringing video games into the classroom.

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Movies about the wars in Iraq and Afghanistan have failed to connect with viewers, but video games on the topic have broken sales records.

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A game called Spacewar is developed by early computer engineers in their spare time, improved in University comp-sci labs, and ultimately made available in coffeeshops for ten cents per game.

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How Madden NFL went from a programmer’s childhood dream to a $3 billion business.

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Are video games capable of emotion?

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Tom Bissell was an acclaimed young writer when he started playing Grand Theft Auto. For the last three years he has been sleep deprived, cocaine fueled, and barely able to write a word—and he has no regrets.