Reframing the Australian game

In writing and thinking about these posts on games and their place in the Australian cultural landscape, I found myself digging into the notion of what makes uniquely Australian content, and more specifically what might make a uniquely ‘Australian Game’.

There have been attempts at games that focus on Australian elements, most notably Ty the Tasmanian Tiger, Escape from Woomera, or some levels in Flight Control, but in the main the bulk of the work done here in industry and independent development contains none of that, making us easy fodder for those who maintain the argument that games have no cultural relevance – an argument that, at least in my research, never seems to meet with much resistance beyond ‘more people play games than ever before’ or ‘other mediums are supported so we should be too’.

I think there is an answer, but it requires a reframing of the entire question of what might make an Australian game.

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Neither a screen nor a technology culture be…

Ken Levine from Irrational Games, and creator of Bioshock and the upcoming Bioshock Infinite was recently interviewed by Develop magazine and in it he talks about his life in games, and some of the key differences in film. It culminates with him being offered a chance to work on a hollywood film – an offer he flatly refused.

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