Here's a list of gaming articles I've generally found to be informative and a small blurb on most of them. If you know any gaming articles you would like to add to this, please forward them to Evilagram@yahoo.com   This is a history on the arcade in america, how it flourished prior to games, carried over some negative connotations from gambling, and ultimately died. http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only   These ones are mostly on visual design which he's good at. His statements on game design are not very insightful. http://howtonotsuckatgamedesign.com/?p=1669 http://howtonotsuckatgamedesign.com/?p=1702 http://howtonotsuckatgamedesign.com/?p=3115 http://howtonotsuckatgamedesign.com/?p=1271 http://howtonotsuckatgamedesign.com/?p=1473 http://howtonotsuckatgamedesign.com/?p=133 http://howtonotsuckatgamedesign.com/?p=54 http://howtonotsuckatgamedesign.com/?p=238   Kayin generally writes a ton of insightful stuff on game design. http://kayin.pyoko.org/?p=2047 http://kayin.pyoko.org/?p=1210 http://kayin.pyoko.org/?p=2036 http://kayin.pyoko.org/?p=936 http://kayin.pyoko.org/?p=1862 http://kayin.pyoko.org/?p=956   Fighting games are something which everyone who knows about video games should have some sort of basis in. Very very few games come anywhere close to the level of depth fighting games have. You may need 100 hours of gameplay, but fighting games have 100,000. http://insertcredit.com/2013/01/14/the-educated-gentlepersons-fighting-game-primer/ http://sonichurricane.com/?p=3302 http://shoryuken.com/2013/07/23/so-you-want-to-learn-to-play-a-fighting-game/     Kinaesthetics are the sense of feeling that is transferred from an object's function to its operator, like a car to the driver. This is a great breakdown on kinaesthetics work in a style similar to the principles of animation. http://www.steveswink.com/principles-of-virtual-sensation/   Probably really worth reading as few games have a story capable of being analyzed on a ludo-narrative level like MGS2, which I respect the game for even if I think all its messages were ultimately wrong. http://www.deltaheadtranslation.com//MGS2/DOTM_TOC.htm   All of Matthew Matosis's reviews are really thorough and insightful and this is just one of his comparison videos. I suggest you visit his main channel. http://www.youtube.com/watch?v=jyIGhXNlF34   I'm rather anti-religious, however all of these articles are extremely well written and accurate, from a bizarre perspective that places good challenging games as not only the basis of good game design, but as part of being a good christian. http://theologygaming.com/the-japanese-style-part-1/ http://theologygaming.com/the-japanese-style-part-2/ http://theologygaming.com/a-journey-in-the-absence-of-freedom/ http://theologygaming.com/i-die-daily-cheap-and-unfair-games/ http://theologygaming.com/scoring-and-purity-of-form/ http://theologygaming.com/replay-value/ http://theologygaming.com/spoiled-video-gamers/ http://theologygaming.com/friction/ http://theologygaming.com/details/ http://theologygaming.com/video-game-puzzles-feeling-dumb-and-overcome/ http://theologygaming.com/computer-roleplaying-games-and-i/ http://theologygaming.com/whats-great-about-god-of-war-part-1/ http://theologygaming.com/whats-great-about-god-of-war-part-2/ http://theologygaming.com/whats-great-about-god-of-war-part-3/ http://theologygaming.com/narrative-versus-conquest-video-games-and-conflict/ http://theologygaming.com/accessibility/ http://theologygaming.com/experience-vs-mechanics/ http://theologygaming.com/video-games-art-and-objective-standards-introduction/ http://theologygaming.com/video-games-art-and-objective-standards-preliminary-objections/ http://theologygaming.com/video-games-art-and-objective-standards-preliminary-objections-2/ http://theologygaming.com/fractured-soul-paxtravaganza-2013/ http://theologygaming.com/metal-gear-rising-revengeance-difficulty-levels-and-engagement/   Technically about traditional games. Funny and informative. http://www.chimeramag.com/features/tenpoints.html   heh. Interesting jab at CoD, contains some points I hadn't really thought of. http://www.pcgamer.com/2013/03/13/call-of-duty-red-orchestra-2-interview/   Why do we play games? Cute video. http://www.youtube.com/watch?v=e5jDspIC4hY   Interesting concept brought up by Vaati Vidya. I'll be stealing this turn of phrase because it's a good term for it. http://www.youtube.com/watch?v=_SOg990vAyk&list=UUe0DNp0mKMqrYVaTundyr9w&index=3   Mr B tongue is pretty cool, just leans way too much on the simulationist/narrativist side. http://www.youtube.com/watch?v=VJJaGSV75y0   Always useful to have at least 7 articles like this around. Game physics are a big deal, because they   http://openarena.wikia.com/wiki/Game_physics   I like the attitude of fundamentalism and some of the more useful insights tadhg kelly has brought to games criticism, though I'll admit that more of these are here on attitude more than necessarily merit. http://www.whatgamesare.com/2013/01/choose-fairness-over-balance-game-design.html http://www.whatgamesare.com/2011/06/busywork-is-not-fun-design.html http://www.whatgamesare.com/2012/02/the-narrative-vs-mechanics-circus.html http://www.whatgamesare.com/2012/03/games-are-not-experiences.html http://www.whatgamesare.com/2012/03/equivocitis-terminology-wars.html http://www.whatgamesare.com/2012/02/the-difference-between-actions-and-verbs-game-design.html http://www.whatgamesare.com/2011/01/love-your-pirates-heresy.html http://www.whatgamesare.com/2011/02/you-need-four-coders-production.html http://www.whatgamesare.com/2010/12/there-is-no-secret-sauce.html http://www.whatgamesare.com/2011/02/all-games-are-played-to-win-design.html http://www.whatgamesare.com/2011/02/seven-steps-to-the-epic-win-design.html http://www.whatgamesare.com/2011/02/video-game-writing-and-the-sense-of-story-writing.html http://www.whatgamesare.com/2011/10/the-little-deck-of-game-design-project.html http://www.whatgamesare.com/2011/06/all-good-games-are-tests-but-not-vice-versa.html http://www.whatgamesare.com/2012/11/games-dont-need-saving.html http://www.whatgamesare.com/2011/04/health-packs-barrels-and-uniforms-are-good-simulationism.html http://www.whatgamesare.com/2011/11/tolstoy-art-divided-brains-and-roleplaying-games.html http://www.whatgamesare.com/2011/06/all-good-games-are-tests-but-not-vice-versa.html http://www.whatgamesare.com/2011/02/cars-dolls-and-video-games-narrativism.html http://www.whatgamesare.com/2011/04/fairness-is-a-perception-game-psychology-1.html http://www.whatgamesare.com/2011/06/is-your-game-one-dimensional-design.html http://www.whatgamesare.com/2011/08/synchronous-or-asynchronous-definitions.html http://www.whatgamesare.com/2011/08/worlds-in-motion-game-design.html http://www.whatgamesare.com/2011/01/why-games-fail-publishing.html http://www.whatgamesare.com/2011/12/the-four-lenses-of-game-making.html http://www.whatgamesare.com/2011/03/visual-vs-action-oriented-design-game-design.html http://www.whatgamesare.com/2011/01/gamification-avoiding-the-fate-of-args-meta.html http://www.whatgamesare.com/2011/09/fun-simple-to-explain-hard-to-accept.html http://www.whatgamesare.com/2011/02/simulacra-or-simulation-what-games-are-not.html http://www.whatgamesare.com/2012/07/on-player-characters-and-self-expression-game-design.html http://www.whatgamesare.com/2010/12/distractions-engagement-hierarchy.html http://www.whatgamesare.com/2010/12/the-engagement-hierarchy.html http://www.whatgamesare.com/2011/05/the-enclosure-problem-gamification.html http://www.whatgamesare.com/2011/10/interactivity-means-doing-stuff-narrativism.html http://www.whatgamesare.com/2012/03/marketing-stories-are-not-about-you.html http://www.whatgamesare.com/2011/02/the-sweet-spot-theory-of-actions-game-design.html http://www.whatgamesare.com/2012/05/the-joys-of-gaming-game-design.html http://www.whatgamesare.com/2011/04/art-is-the-best-business-what-games-are.html http://www.whatgamesare.com/2012/02/what-dear-esther-is-not.html http://www.whatgamesare.com/2011/09/can-games-be-radical-art.html http://www.whatgamesare.com/2012/04/what-foods-are-new-project.html http://www.whatgamesare.com/2011/01/minecraft-and-the-question-of-luck-what-games-will-be.html http://www.whatgamesare.com/2012/09/great-story-bad-game-should-the-walking-dead-be-nodal.html http://www.whatgamesare.com/2011/06/how-to-look-at-resources-vs-risk-game-startups.html http://www.whatgamesare.com/2012/05/are-games-made-of-games.html http://www.whatgamesare.com/2010/12/games-of-the-year-fans.html http://www.whatgamesare.com/2010/12/worldmakers-game-design.html http://www.whatgamesare.com/2010/12/are-you-fooling-yourself-engagement.html http://www.whatgamesare.com/2011/08/do-your-players-know-their-role-game-design.html http://www.whatgamesare.com/2012/05/pilots-not-heroes-players.html http://www.whatgamesare.com/2012/05/games-dont-tell-stories-people-tell-stories.html http://www.whatgamesare.com/2011/09/adventure-games-deserved-to-die-narrativism.html   Sessler being right about scores, briefly. He's been dumb lately, but this one is great. https://www.youtube.com/watch?feature=player_embedded&v=kqeiN4pqTjo   David Sirlin designed a ton of great games and has never fucked up to date. His blog is filled with great information on how to design and balance games, along with how specific aspects of them influence the whole. http://www.sirlin.net/blog/2013/3/3/the-playtesters-are-saying-to-do-x.html http://www.sirlin.net/blog/2012/12/7/review-of-pitfall-on-ios.html http://www.sirlin.net/blog/2012/2/4/soul-calibur-5-first-impressions.html http://www.sirlin.net/blog/2011/11/9/flash-duel-betrayal-at-raid-on-deathstrike-dragon.html http://www.sirlin.net/blog/2011/4/13/design-dilemmas.html http://www.sirlin.net/blog/2009/2/24/some-positives-about-street-fighter-4.html http://www.sirlin.net/blog/2011/8/25/what-is-a-love-letter-to-the-community.html http://www.sirlin.net/blog/category/game-developers-conference http://www.sirlin.net/blog/2010/7/31/starcrafts-essence-in-card-form.html http://www.sirlin.net/blog/2012/5/22/the-neuroscience-of-zen.html http://www.sirlin.net/blog/2007/11/1/virtua-fighter-5-a-little-rough-around-the-edges.html http://www.sirlin.net/blog/2010/2/1/dexters-mechanics-and-flavor.html http://www.sirlin.net/blog/2010/10/10/advantage-time-in-fighting-games.html http://www.sirlin.net/blog/2011/8/23/starcraft-as-a-spectator-sport.html http://www.sirlin.net/blog/2012/7/18/a-discussion-of-balance.html http://www.sirlin.net/blog/2011/4/13/design-dilemmas.html http://www.sirlin.net/blog/2012/8/12/scg4-update.html http://www.sirlin.net/blog/2009/10/21/the-design-of-things.html http://www.sirlin.net/blog/2009/2/27/street-fighter-4-ultra-combos.html http://www.sirlin.net/blog/2012/4/30/puzzle-strike-casual-play-matters.html http://www.sirlin.net/blog/2010/11/4/football-helmet-clown-shoes-guy.html http://www.sirlin.net/blog/2011/8/22/the-anti-progress-attitude.html http://www.sirlin.net/blog/2011/7/25/portal-2.html   These 3 are a set where some guy on kotaku points out an amazing bit of art design in Dragon's Crown and all other vanillaware titles, and his blog is generally a great reference for the many artistic inspirations of a number of games. http://kotaku.com/ok-while-im-at-it-do-you-want-to-know-why-the-sorcere-476439989 http://art-eater.com/2013/01/the-world-we-must-defend-war-peace-and-pokemon/ http://art-eater.com/   Only remotely good essay this guy ever wrote, brings up a very poignant point about the roteness of zelda games inbetween a ton of him gawking over his own zelda experiences. http://tevisthompson.com/saving-zelda/   I like Meta Gear Solid's analysis of the entire MGS series and think they have some pretty nice articles on the side as well, especially regarding how mainstream games are based on making people think they're doing cool things when really the things they're doing are lame. http://metagearsolid.org/2012/01/the-opposite-of-epic/ http://metagearsolid.org/2011/07/video-games-in-the-master-plan/ http://metagearsolid.org/2011/06/purple-dildos-and-the-power-to-destroy-fun-itself/ http://metagearsolid.org/2012/09/why-i-hate-the-last-of-us-2/   This guy has some nice details on level design and lessons from older games. http://vectorpoem.com/news/?p=74 http://vectorpoem.com/news/?p=31 http://vectorpoem.com/news/?p=36 http://vectorpoem.com/news/?p=47 http://vectorpoem.com/news/?p=91   This guy makes some porn games I've never played, and has a few nice articles on his site too. http://www.kyrieru.com/2012/07/camera-super-mario-world.html http://www.kyrieru.com/2012/07/design-vs-fun.html   Tons of great articles regarding the decline of an industry's creative standards on all fronts. http://www.learntocounter.com/the-history-of-why-im-tired-of-your-modern-shooters-part-one/ http://www.learntocounter.com/used-video-games-the-new-software-piracy-part-one/ http://www.learntocounter.com/the-creation-of-battle-net-2-0-part-one/ http://www.learntocounter.com/excerpt-rise-of-the-american-film/ http://www.learntocounter.com/why-your-internet-boycotts-dont-work/ http://www.learntocounter.com/the-digital-death-of-video-game-art/ http://www.learntocounter.com/rhythm-games-and-the-death-of-level-design/ http://www.learntocounter.com/i-play-for-fun-the-four-dumbest-words-in-video-games/ http://www.learntocounter.com/i-like-the-publishing-model-just-not-the-publishers/ http://www.learntocounter.com/battle-net-2-0-the-antithesis-of-consumer-confidence/ http://www.learntocounter.com/separate-ways-the-divide-between-the-player-and-the-journalist/ http://www.learntocounter.com/re-when-depth-gets-in-the-way-of-fun/ http://www.learntocounter.com/the-decline-of-console-video-games-is-upon-us/ http://www.learntocounter.com/why-your-e-sport-will-fail/ http://www.learntocounter.com/the-transformation-of-e-sports/   Interesting article on how a game can direct you through it even if it is apparently directionless like super metroid. Probably best paired with Sean Malstrom's criticism of this article and how it neutered super metroid in comparison to the original Metroid. http://www.gamasutra.com/blogs/HugoBille/20120114/9236/ http://seanmalstrom.wordpress.com/2012/08/09/email-the-invisible-hand-of-super-metroid/   Breakdown of how Zelda levels trained the player to overcome their dungeons http://www.gamasutra.com/view/feature/6582/learning_from_the_masters_level_.php   Doug Church and warren spector talking about Thief and deus ex. http://gdcvault.com/play/1018278/Practical-Game-Analysis-with-Doug   Interesting articles from a guy who at least gets some industry stuff right if nothing else. http://seanmalstrom.wordpress.com/2013/05/28/game-industry-wants-less-competition/ http://seanmalstrom.wordpress.com/2009/12/01/the-birdmen-dont-fly/   A bunch of rather nice videos from Campster's Errant Signal, despite being rather pretentious and his other videos being close to useless. http://www.youtube.com/watch?v=FRTsl1jCqq8 http://www.youtube.com/watch?v=dBkKvTfw-7Q http://www.youtube.com/watch?v=MrFK4NlGCo0 http://www.youtube.com/watch?v=wSBn77_h_6Q   Nice thorough article on playing and understanding shoot 'em ups. http://catstronaut.wordpress.com/2013/02/18/understanding-scrolling-shooters/   Some decent articles on fighting games http://www.agoners.com/index.php/xbox-360-fighting-games-do-they-have-effective-skill-matchmaking/ http://www.agoners.com/index.php/competitive-gaming-123/   A cute article on how a guy gets over fake achievements in favor of actual ones. http://www.pixelpoppers.com/2009/11/awesome-by-proxy-addicted-to-fake.html   Amazing expose on how dedicated fans attempted to piece together Shadow of the Colossus's last big secret only to find hidden worlds beyond. http://www.eurogamer.net/articles/2013-05-02-the-quest-for-shadow-of-the-colossuss-last-big-secret http://nomads-sotc-blog.blogspot.com.au/2011/07/unusedbeta-colossi.html   Nice article on how automated actions in game take away the game from the player. http://venturebeat.com/2011/11/05/that-was-awesome-drake-can-i-play-now/   Articles on how games are making shallow passes at depth, from indie to big budget releases. http://theshillinfield.wordpress.com/2013/03/15/culture-in-review-rise-of-the-videogame-zinesters/ http://theshillinfield.wordpress.com/2012/11/29/spec-ops-the-line-is-a-bad-videogame/ http://theshillinfield.wordpress.com/2012/12/11/spec-ops-the-line-is-still-a-bad-videogame/ http://theshillinfield.wordpress.com/2012/12/05/far-cry-3-and-miasmata/   Three hundred mechanics and three hundred prototypes. A nice creative project that has been ripped off a couple times since its inception. http://www.squidi.net/three/index.php http://www.squidi.net/threep/index.php   Amazing blog on programming video games on a fundamental level. A must read for anyone interested in the operations behind the scenes. http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ http://higherorderfun.com/blog/ http://higherorderfun.com/blog/2011/09/09/best-of-game-development-videos-and-presentations/   Hitboxes are a big deal and every one of this guy's articles on them reveals more interesting details about how the hitboxes of one game or another are constructed. http://dammit.typepad.com/blog/2010/09/street-fighter-alpha-series-hitboxes.html http://code.google.com/p/mame-rr/wiki/Hitboxes http://dammit.typepad.com/blog/   Who killed adventure games? Decent anecdotal article on how adventure games killed themselves through their riddle structure http://www.oldmanmurray.com/features/77.html   Excellent presentation on modeling functional AI using simple mathematics. http://www.gdcvault.com/play/1015683/Embracing-the-Dark-Art-of   Nice blog on understanding Cry Engine 3 http://technicalgamedesign.blogspot.com/   Interesting article on the intricacies of platforming in Tomb Raider, and how they used level design to challenge the player's critical thinking and platforming skills. http://www.gamasutra.com/view/feature/187601/untold_riches_the_intricate_.php   Superb analysis of Yoshi's island and a compelling argument for why it should, in fact, be taught as a masterpiece http://www.notenoughshaders.com/2012/10/21/why-yoshis-island-should-be-studied-at-game-design-schools/   Coverage of why the gamecube sold so horribly, why the early wii worked out well, why melee was blocked on the recent evo stream briefly, and why the later Wii and now Wii U are doing horribly. http://www.notenoughshaders.com/2013/04/02/satoru-iwata-hubris-versus-western-culture/   Nice little handbook on a number of cool tricks from SF2 http://combovid.com/?p=1450   Two great articles explaining how Icycalm and Sean Malstrom are bullshit. The blog as a whole is nice too. http://sethhearthstone.wordpress.com/2011/04/07/of-emergence-and-exploits/ http://sethhearthstone.wordpress.com/2011/03/01/of-an-eclectic-dialectic/   Nice article on how arcade values made better (and more lucrative) games and how early console games were influenced by this style of design. http://seanmalstrom.wordpress.com/2009/10/30/email-arcade-based-gameplay/   superlative article on how snes emulation was previously insufficient and how a more perfect snes emulator has helped old games stay alive. http://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/   Demolishes the gaming press with a presentation on how the press simply cannot review games that require the player to sit down and learn the game. http://zeboyd.com/2013/09/10/why-games-like-the-wonderful-101-are-a-poor-fit-for-the-gaming-press/   Great video tutorials on mirror's edge tricks used in speedruns. http://www.youtube.com/playlist?list=PL4rezeZ703boaj9XaFMDe_MATY-WTvXgK   Details on how the first part of 1-1 was made in mario, really clever bit of teaching the player. http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/3 http://auntiepixelante.com/?p=465   Post Mortems, details on where a game went right or wrong after all's been said and done. http://www.gamasutra.com/view/feature/132401/postmortem_square_enixs_the_.php http://www.pixelprospector.com/the-big-list-of-postmortems/ http://www.gamasutra.com/features/postmortem/   Level design articles for thief, explaining how the game uses available information at every stage to challenge the player. http://www.blog.radiator.debacle.us/2012/07/thief-1s-assassins-and-environmental.html http://sneakybastards.net/stealthreview/the-sentimental-thief/ http://sneakybastards.net/stealthreview/on-the-waterfront/ http://sneakybastards.net/stealthreview/evidence-tampering/ http://sneakybastards.net/stealthreview/ambush/   Slideshow on how people who grew up with video games and have deep personal messages should probably consider not telling them through video games, because it may not be the best medium for communication. http://tinysubversions.com/fuckvideogames/#slide1   an odd video on how half life 2 builds its level design with the seeming goal of continually occupying the player in shallow ways as a means of maintaining attention and engagement. Some interesting things to be learned here, but the perspective on the matter is sometimes hilarious. https://www.youtube.com/watch?v=GEC45BH6w6I#t=10m4s   Guide to how the left 4 dead creators used level design to reinforce the goals of the game across many repeating playthroughs in an easy to understand, but challenging, way. http://simonferrari.com/tag/level-design/   Great listing of wolfenstein level design analyses that covers a lot of the game. http://ellaguro.blogspot.co.uk/search/label/wolfenstein   Interesting article on how fear 1 was so effective in its encounter designs with levels by focusing player attention on certain points instead of leaving all areas equally important. http://www.fullbrightdesign.com/2009/02/basics-of-effective-fps-encounter.html   Great blog on beat 'em up game design http://aztez.com/blog/2012/05/24/the-amalur-problem/ http://aztez.com/blog/2013/01/03/on-genre-distinctions/ http://aztez.com/blog/2013/05/06/the-pleasure-of-simulated-violence/ http://aztez.com/blog/2011/01/29/the-mash-flow/ http://aztez.com/blog/2010/12/03/evaluating-beat-em-ups/   Expose on people addicted to MMOs in a manner similar to gambling http://www.danwei.org/electronic_games/gambling_your_life_away_in_zt.php   Former SWG designer describing a number of game related systems things. http://www.raphkoster.com/2012/03/15/the-best-articles/ http://www.raphkoster.com/2008/07/02/do-players-know-what-they-want/ http://www.raphkoster.com/2011/12/13/rules-versus-mechanics/ http://www.raphkoster.com/2012/01/20/narrative-is-not-a-game-mechanic/ http://www.raphkoster.com/2012/01/26/narrative-isnt-usually-content-either/ http://www.raphkoster.com/2012/03/20/do-auction-houses-suck/   Youtube video of said designer discussing all manner of issues with modern MMOs and the indie and big budget scenes. https://www.youtube.com/watch?v=ifhmDVWszbQ&feature=player_detailpage   Second greatest review of god hand ever. http://www.actionbutton.net/?p=999   Kotaku oddly being on the ball, interviewing seth killian about how not all infinites are bad, and citing examples http://www.kotaku.com.au/2012/04/in-defence-of-the-infinite-combo/   Compilation article of many other articles analyzing level design, trying to point out the best around. http://www.critical-distance.com/2013/10/02/the-art-of-level-design-analysis/   Generally a nice blog on level design topics. http://www.blog.radiator.debacle.us/2012/04/why-game-architecture-matters-and.html http://www.blog.radiator.debacle.us/2012/07/short-history-of-non-monoplanar-first.html http://www.blog.radiator.debacle.us/2012/08/the-flat-as-art-aesthetics-of-uv-maps.html http://www.blog.radiator.debacle.us/2012/10/loving-bones-in-game-developer-magazine.html http://www.blog.radiator.debacle.us/2012/08/the-best-unity3d-tutorial-writer-in.html http://www.blog.radiator.debacle.us/2012/01/level-with-me-post-mortem-some.html http://www.blog.radiator.debacle.us/2011/07/love-letter-to-bridge.html http://www.blog.radiator.debacle.us/2011/07/dark-past-part-4-useful-post-or-randy.html http://www.blog.radiator.debacle.us/2010/11/legends-of-hidden-temple-greatest.html http://www.blog.radiator.debacle.us/2010/10/mirrors-edge-player-psychology-and.html http://www.blog.radiator.debacle.us/2013/07/radiator-book-club-bibles.html   A number of nice articles on level design, how regen health is bad for you, cluttering or cleaning levels, and asscreed's controls. http://criticalmissive.blogspot.com/2012/10/musings-on-successful-multiplayer-maps.html http://criticalmissive.blogspot.com/2012/09/seeing-red-pitfalls-of-regenerating.html http://criticalmissive.blogspot.com/2012/07/how-much-is-too-much-detail.html http://criticalmissive.blogspot.com/2012/04/assassins-creed-controls-make-game.html