Factorio? More like Cracktorio!
Allhawkeye provides an overview of his newest addiction Factorio. Learn about the game and what makes it addicting.
Allhawkeye provides an overview of his newest addiction Factorio. Learn about the game and what makes it addicting.
Wi-Fi is a remarkable achievement, designed by some of the smartest minds to ever walk the earth. But it's littered with pitfalls and suffers from numerous physical limitations. James is here to convince you, if you have a device on Wi-Fi that doesn't move, you should use Ethernet instead!
Tim may have lived in an NES household, but when the Sega Genesis came out with 16-BIT GRAPHICS!!, he had to have it...
What magic formula makes a game keep that hold on you forever? Why that game over another? Nick wants to know; because, sometimes, it just doesn't make sense!
BEan mulls over the pros and cons of how older games are updated for modern hardware. He compares re-masters, remakes, and re-releases - weighing their differences and examining what makes them worth our time and attention.
A lot of us spent quite a bit of time at home last year. For gamers, that isn’t too bad -- we know how to have a good time while stuck on a couch or in a chair. In this blog post, MissDynamite recalls how Discord and social games helped her keep in touch with friends.
Zach makes his case for why non-fungible tokens (NFTs) are about to become the next mainstream gaming and art experience. It might seem like a crazy notion, but by embracing distributed blockchains, we can permanently own the virtual goods we grind for!
Feedback loops, checklists, achievements, and rewards -- all of these things combine to create feedback loops in gaming. It's part of what makes playing games compelling and rewarding. Adam delves into this topic by looking at some of the ways these elements have leaked into other media.
As gamers get older and start to collect other hobbies and responsibilities, it can get harder to put aside time for gaming. Nate gives suggestions on how to push back against the social obligations and responsibilities that come with getting older, to make room for game time.
Even single player games today are sometimes 20+ hours long, but many of those tasks end up being very similar, like crafting tools or grinding for levels/experience. Tony outlines his case for shorter games with less filler. Do we really need forty hours of mindless, repetitive tasks to make a game worth sixty bucks?