In a game where players can act out any kind of sadistic fantasy on each other - from taking hostage to force-feeding poison to breaking kneecaps - what incentive is there for humans to express their humanity?
While there hasn't been a good Alien movie for almost 30 years, the games of the franchise have been steadily churned out for decades.
Development is an evolutionary process, and newer games end up objectively better than the older ones they replace – yet 1993’s iconic game Doom remains as fun and unique today as ever.
It's not the most original title, but Warframe's sneaky space ninjas make duck-and-cover shooting fun.
I come here today not to bury Ken Levine but to praise Irrational Games. When they were good they were very, very good, and when they were bad they made <em>Bioshock: Infinite</em>.
The latest “viral” game is a decent take on a tried and tested formula. But is it really that good, or has it just piggy-backed on our love for <em>Super Mario</em>?
Games like <em>EVE</em> can result in players suffering big financial losses in real-world money. As in-game purchases become more common the problems of balancing what can be bought against what can be worked for will only become more complicated.
The modding community around Skyrim shows that fans can be just as creative as developers - and that a thriving set of mods for your game can benefit everybody.
Virginia Woolf wrote that the most striking sentence she read in literature was "Chloe liked Olivia". In games, what would the equivalent be?
<em>Star Citizen</em> has raised well over $35m already, and you can't even play it yet. Is this crowd funding gone mad?
It's not been a great year for gaming (the PS4 and XBox One launches have taken up a lot of developers' time), but there have been some good releases worth celebrating.
Tom Watson is dreaming of the latest console
MIT researchers have developed a camera that can build 3D models of users throughout a house - a potential game controller of the future.
The idea of the "gaming community" needs to die.
Are free-to-play business models, which often have no ceiling for maximum spend, really an ethical way to sell children videogames?
Make a game about being a pirate, let the player be a pirate, spend the money you would have spent on building the modern world part of the game on more pirate things. Like a parrot.
As a veteran of many Console Wars, Alan Williamson believes that the best console is the one you have with you.
A scientific study and a grumpy gamer.
There is gender in the world of video games but it is often one-dimensional or tokenistic. Games so often include prejudice and bigotry, but won’t direct them at player characters. Why?
Assassinations, bombings and coups, among other things, as the promises made in the 2010 election get tested in the game of Democracy.
To criticise the AAA game for a lack of originality is to misunderstand the fundamental nature of a video game with a multi-million pound development budget, says Phil Hartup.
Games like Grand Theft Auto V pacify our worst anxieties about the evils of our culture, by turning those evils on their head and finding ways to repaint reality so that our impulses to pry can be seen as good.
Nick Clegg is the latest in a line of politicians and journalists to scapegoat video games for violent behaviour in society - conveniently forgetting the military and societal damage he and his political allies are doing every day.
This game has such market power that it can defy all media attacks and laugh at itself, knowing that millions of us get the joke, says Tom Watson.
Cliff Harris, founder of Positech Games, has been tinkering with his head-spinningly complex politics simulator Democracy for the last nine years, and is preparing for the release of the latest version.
'Papers, Please' is an oddly compelling and thought-provoking triumph.
In Ozeki's novel, A Tale for the Time Being, a games interface developer is confronted by the possibility that the military will use his software to create user-friendly weapons technology. It is a conflict some in the gaming industry are desperate to avo
The virtual worlds of video games hold lessons for the real one. We could learn a lot about how to organise our politics by studying the best video games grounded in democracy, writes Simon Parkin.
Game companies have started taking responsibility for an unfortunate byproduct of their success – “pathological” addiction - after a series of studies at British universities.
It's little wonder that the second Rome game has divided opinions so starkly. But it is salvageable.