Gamasutra - Blogs Mark Filipowich's Blogs Thu, 24 Apr 2014 11:58:07 EDT en-us (Simon Carless) Connectivity Issues: Abstraction, Subjectivity, and "Close-Playing" - by Mark Filipowich The "close-playing" brand of games criticism is a tough sell because it deals mostly with the abstract qualities of games. And that necessitate a subjective reading. Fri, 14 Feb 2014 04:37:00 EST Marrow Mechanics: the Strength of Simple Games - by Mark Filipowich Design,Console/PC,Indie,Smartphone/Tablet The more basic a player’s interactions with a game, the more meaningful those interactions become. In a game distilled to just one or two kinds of interaction, everything has weight and significance. Thu, 30 Jan 2014 04:09:00 EST The Secret to Sequels - by Mark Filipowich Design,Console/PC The key to a good sequel is trying not to erase or even compete with what has come before. A sequel ought to complement its predecessor, not improve upon it. Thu, 12 Dec 2013 03:02:00 EST Who Needs Interactivity? - by Mark Filipowich Design,Console/PC Players don't belong on a pedestal. There are plenty enough reasons to limit video game interactivity. Thu, 28 Nov 2013 10:43:00 EST Why 'Firefly' Should be a Videogame - by Mark Filipowich In spite of the ongoing thirst for more Firefly content and continuous rumours of a game adaptation, nothing has come to fruition, which makes the official announcement of a game exciting because the series fits so nicely into a video game template. Thu, 08 Aug 2013 11:40:00 EDT Who’s Afraid of Virginia Cousland? - by Mark Filipowich Looking from the outside and seeing nothing to immediately relate to undoubtedly keeps a lot of prospective players out of the medium… Mon, 29 Jul 2013 10:31:00 EDT