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When gamers look at games not as overall experiences but as chimeric potpourris of sight and sound, we take too mechanical a perspective and ignore what really makes them special.

Scrabble has always been immensely popular, so it's easy to see why online Scrabble is just as lauded.

Between 'The Godfather,' 'The Sopranos,' 'Goodfellas,' and the countless other mob stories that have been both critically and commercially acclaimed over the years, it's not hard to see why a game like 'Mafia Wars' works.

Sure, when you think 'World of Warcraft,' you might picture the nerdier set - those who may have sacrificed hygiene and sleep to reach one more experience level. But the truth is that 'WoW' is populated with players of all...

Most strikingly, 'World of Warcraft' allows you to live a veritable second life. Girls can pretend to be boys; boys can pretend to be girls; human accountants can pretend to be elven mages.

I think there's this tradition of a culture of NDAs that has spanned all the way back to the '70s and '80s when game developers where very paranoid about cloning and people copying one another's ideas and business sabotage.

I think there's that widespread sentiment that game developers need to be quiet unless they're talking on-message. I think that's changing a little bit; Twitter has helped, with developers sharing personal opinions on things.

One of the interesting things I've found is that crunch is the result of crunch culture rather than the result of managers coming and saying, 'Okay, we've gotta work overtime.'

I think the most insidious version of crunch is when you say, 'Hey, I'm working for this triple-A video game; I personally want it to be as good as possible, so I'm going to stay tonight until 10 P.M. to...

There are so many canceled games that people don't know about and so many stories people can't tell because they're restricted by this ridiculous culture of secrecy.

Why would it matter to anybody if a game developer talks about a project that they worked on ten years ago that was canceled? It really bums me out to think about how many of those games have been lost...

I've always been in favor of drastic transparency, radical transparency.

If people are more civil about games, that'd make me super happy.

Amalur's user interface is designed much like a massively multiplayer online role-playing game, liberally sprinkling yellow exclamation points and markers all over your mini-map in order to show you where to quest next.

Like any good RPG, 'Kingdoms of Amalur: Reckoning' is adept at digging its claws into that part of your brain that just loves accomplishing things.

In 'Amalur,' each person believes he has an immutable destiny, one that defines how, and how long, he will live. Until you come along. But of course, your character is the anomaly, somebody who can change both his own fate...

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