Gamer culture has pushed the argument about women’s roles so far to one side that most of them honestly believe the status quo of default objectification and women-as-rewards is the “neutral,” “nonpolitical” starting position.

(Reblogged from femfreq)


The young lady that was shot in the head by a police officer is still waiting to be interviewed by the police department

Ferguson Police claimed that 4 to 5 Black males conducted a drive by which resulted in a White woman being shot in the head. (Here, Here, Here)

(they’ve edited the articles to take out the white part and that she was killed hehehe)

Residents knew it was BS. 

Turns out Mya was shot by a police officer. The department forced surgeons to take the bullet out and took the bullet for “Ballistics”

Over a week later, she still has yet to be contacted by the department

Do not let her story go ignored

(Reblogged from inoshi)
This line of thinking seems illegitimate to most reviewers. You can’t question a game’s genre. You are supposed to take the game on its own genre terms, see what it’s trying to do within them, and then evaluate it fairly. But what if what it’s trying to do is dumb? Telling the story of a violent man trying to come to terms with his crimes while using lightning to make heads explode is dumb.
(Reblogged from discovergames)

And the rest of us are not treated like human beings. Period.(x)

(Source: yugottabesonice)

(Reblogged from albinwonderland)

Let’s Make a Game Worse: Hearthstone

The new Hearthstone expansion is out and so I wanted to take a moment to talk about it. This isn’t me complaining about the expansion, I actually quite like it.


Look upon my PvE prowess and cower!

This is me deciding to look at things from a new perspective, and since I typically try to talk about how to make things better lets examine ways to make a game worse. It is important to think not just about ways in which systems work, but ways in which they fail. With that in mind lets do our best to fail!

So, lets talk about the Hearthstone multiplayer for a bit, and how to make it one of the most toxic experiences imaginable. And then for bonus points lets come up with justifications for why these changes that will make the game more toxic should be included.

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Quicky Game Design Challenge

I felt like quickly designing a game so I took a constraint and made a game given that constraint. If you have any constraints or game goals you wanted to suggest I might give them a try.

Today’s Constraint: Make a game using only a deck of cards and dice.

Game: War+

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Unrest in Ferguson about a lot more than police shooting unarmed teen.

the big point

look at the search rates then look at the contraband hit rates.

the police are terrorizing Black people for no good reason… even though they’re getting more evidence of crime off whites.

crunched a couple of numbers and even taking into account that the black population is about double the white population in the “local” area (i’d like some definition on that but i’ll assume in the meantime that it’s the boundaries of jurisdiction), black people as a group are being stopped 6.75 times more than white people as a group, and even when put in perspective with the population ratios, are being stopped 3.61 times more than white people (and make up 90% of the people searched).

The disparity numbers listed indicate that the black population is overrepresented in stop rates by 137%, and this number reads as way too low to me (compare to the number I calculated of 361%).

christel-thoughts pointed out the contraband rate specifically, which is notable because searches of white people produced contraband 12.33% more times than searches of black people, but the arrest rate for black individuals is virtually twice that of white people.

(Reblogged from the-full-grohac)

Releasing Depression Quest on Steam Today



After a long uphill battle since getting Greenlit in January, Depression Quest was planned to, and approved for, launch on Steam today. Literally minutes after we got the notification, beloved actor Robin Williams was found dead from a suspected suicide after a long struggle with depression. We were all ready to hit the big red button the minute that the news broke.

So now I’m left with the question - do we launch, or not? I turned to twitter and my most trusted friends for advice because I can see going a few different ways. It’s not an easy decision.

The game is available for free online using a pay what you want model including absolutely nothing, with a portion of the proceeds going to charity to combat the stigma and culture of silence around this debilitating disease. A question that held up the porting process on Steam was the question of how to implement pay-what-you-want in a backend that doesn’t support it. The two ways we could ape it would be in app purchases (microtransactions) or through providing DLC that had different payment tiers. Both of these seemed suboptimal. The microtransactions require getting a secure server that I don’t have the money to maintain while praying that those who have already been very vocal about wanting to destroy both myself and my work wouldn’t be able to take it down, in addition to adding in ugly interface elements that hurt the design of the game. So that’s not really an option. The problem with adding in DLC with nothing that really offers much to the player is that is a good way to breed misunderstandings, and I don’t think it would be ethical to charge someone knowing that there’s a percentage of people who would feel ripped off or misled. I don’t want to take that chance.

So then the choice becomes do we charge or not? Many people were pushing me to charge, citing the help we could offer charities and the value of getting paid for your hard work and taking that money and making more things that could help people.

But none of that felt right. When making something you have to ask yourself what’s the spirit of the thing you’ve made. Why have you made this particular thing? And with Depression Quest, the answer has always been clear as day.

Depression Quest has always been an attempt to make a tool to help people understand depression and reach out to others living with the reality of this disease.

There is no way, in my mind, to ethically put something intended to be a tool for helping people behind a paywall. None.

This was the same guiding principle behind putting the game back on Greenlight after withdrawing initially due to threats and harassment. It’s a really really fucking hard thing to accept - that you have made something that can help someone else, especially when you yourself suffer from depression and have a very hard time accepting that you could do anything for anyone and aren’t totally worthless. But I’ve heard from too many people, heard too many stories from you wonderful fucking people, to ignore that. I love all of you too much to discount your lived experiences, so I accept that the game can help people seek help. Someone getting help or even feeling understood when they feel like an alien on their own planet is too rare of a thing to gamble with, too important to flinch from because you’re worried what people will think of you or say to you.

Similarly, that is why today leaves me conflicted. Majorly, massively conflicted. The last thing I want for the game is for the launch to seem opportunistic or like it is capitalizing on a massive tragedy like we’ve seen today. So again, I’ve turned to you. I’ve thought through a number of possible scenarios, and I feel like I have a responsibility to release today. I know there may be a worst case of people assuming the launch somehow is trying to capitalize on tragedy. However, I would rather have those people hate me than the people who are currently quietly suffering with this illness sit at their dinner tables tonight and hear the discussion of today’s news, hear people not understand how someone who had so much could kill themselves, and lack a resource they could have needed right then to point to and say “this is why”. I’d rather have people flood my inbox with threats again and call me a monster if it means that one person who was shocked by today’s news and maybe thinking of trying to reach out and get help could use this tool I’ve made to take the vitally important first steps towards clawing their way out of the hell that is this disease.

I feel like I have a responsibility to those who could be helped. Depression Quest was never ever meant to be just a game, and it has definitely done more than a traditional game might. I get regular emails from therapists who use it with their patients and families of depression sufferers to build a dialog and a bridge to understanding. It’s been used in classroom settings, people have played it with their parents and significant others to start showing them things they had a hard time verbalizing. Not taking those stories and those people seriously and accepting the role that this game was able to play in their own massive undertakings of self care would be disrespecting those people’s struggles. And I can’t do that.

There’s something here that people who don’t live with depression might not understand. When you suffer from this, the small windows of opportunity you have that you feel like you have the energy to and self-worth enough to try and take steps to change things, to want something more than feeling like you barely have your head above water, those chances and that motivation is fucking *rare*. I can’t in good conscience hold back offering someone something that could help them start making real changes in their life or even just offer a temporary relief or better understanding for the sake of reducing the risk of offending people or hurting my own reputation. If I was sitting down across a table from someone who asked me “how could you release the day Robin Williams took his own life” I would know how I could answer. I’d know why I did it, even if I felt conflicted about doing it. But if I sat down across from someone who asked “How could you hold back on releasing this game when I needed it” I would feel ashamed.

So I am launching the game. Quietly. I will not be promoting it until a respectful time later. But I want it to be out there and available in all the ways I can make it be available so that if someone needs it, they have it. After agonizing over it and asking the general public, they’ve overwhelmingly responded with pleas to release it. Especially among depression sufferers.

I never feel like I know what I’m doing, and like all I can ever do is do what feels right after consulting with people for outside perspective. This isn’t an easy choice, but I think it’s the right one.

Please, please, please take care of yourselves. Tell the people in your life you love them. Don’t stop pushing for more understanding and better care of those battling mental illness.

The game is available for free/pay what you want in the following places:

Web version is here at www.depressionquest.com

Itch.io downloadable version is here at http://the-quinnspiracy.itch.io/depressionquest

Steam version available at http://store.steampowered.com/app/270170

I love you all.

(Reblogged from the-full-grohac)


There was a long time there when I was gaining new followers every day. Now, I’m losing them at a rate of 5-10 per day. Honestly, the second part makes more sense, but still…


Everyone go follow Discover because he is the best.

(Reblogged from discovergames)