February 2007

This episode swings to the beat as Rob, Kyle, and Ralph discuss Rhythm Games.

(Downlaod MP3 — 19:20)

The nation’s longest-running, multi-platform game magazine gets a new design, but few new ideas. Media Coverage takes the magnifying glass to the pages of the most recent issue of GamePro.

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Getting Serious About Video Games
By Jennifer Guerra

So great that Seggerman says in two to three years, even the big boys – like Sony and Microsoft – will get in on the serious games scene as well. But video game expert Kyle Orland isn’t so sure about that:

"The problem," says Orland, "is that the consumer market still sees games as entertainment. Having a real serious game, thought provoking game that is not primarily about fun but about examining a deeper issue…getting a game like that with mass appeal will be tough."

Tough, but not impossible. All it would take, Orland says, is one break out game…one serious game that becomes more popular than just among the academic crowd. What that game will be or when it will happen, he can’t say for sure. I guess in the meantime, there’s always Oregon Trail.

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Charles Bellfield is the Vice President of Marketing at Capcom, USA. In this Gamasutra interview, freelance journalist Kyle Orland sits down with Bellfield to discuss Capcom’s stance on the Academy of Interactive Arts and Science’s ‘pay to play’ model, the success of downloadable console demos and the feedback loop it creates between developers and consumers, Eastern influences on Western games, Okami, Phoenix Wright, and more.

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Do you know where your game news is coming from? I mean where it’s really coming from? Media Coverage takes a hard look at the process of news gathering and proper attribution.

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Game journalists discuss the biggest gaps in their game-playing portfolios, and why they aren’t as important as you might think.

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Replaying Tragedy
By David Arey

Kyle Orland, a videogame journalist who writes for the videogame blog Joystiq.com and is a co-host of "Press Start," a show on National Public Radio, said despite the game’s disturbing nature, it has social value.

"It helped me make sense of this senseless tragedy that was very hard to piece together when I was younger," Orland said. "So I think if there’s anything else that really speaks to this game as art, I don’t know what it is."

(full article)

Why doesn’t the games press do a better job reporting the numbers that make up the basis of our industry? Media Coverage investigates.

(full article)