Today, I'm going to explore something a lot of pirates don't seem aware of - the marked impact piracy can actually have on developers, particularly if they're independent. Sit back, ladies and gents, and let me tell you the long, sad tale of Gentlemen!
There'll also be some stuff in there for all you developers, as well. Sit tight.
We're living in somewhat curious times. See, the birth of the Internet has established something Marshall McLuhan termed "The Global Village." We're closer - and more connected - than we've ever been before. Unfortunately...the law hasn't really kept up with any of that. As a result, we've entered into a strange sort of limbo, where everything seems to be a gray area, and no one's quite certain what law to apply where. This needs to change.
The games industry has something of a problem expressing itself without using violence in some way, shape, or form. Not even narrative masterpieces like TellTale's Walking Dead and 2K's Bioshock Infinite stand apart from this trend. That doesn't mean it's impossible to tell a good story without violence, though.
The Fullbright Company has certainly managed with Gone Home.
It's been only a few months since the Oculus RIft devkits shipped out to developers, and we've already seen some positively mind-blowing stuff, from remote-controlled drones equipped with cameras to full-motion VR simulations. Today, I came across what might be the most fascinating demo yet: a cover-based shooter so realistic that the developer has cautioned players not to get too absorbed, lest they try leaning against something that isn't there.
In the wake of the Newtown shooting, the United States Congress proposed a bill that would fund research into violent video games and their connection with violent behavior. For most of us, this isn't terribly surprising. What happened at Newtown was the worst sort of atrocity - people need to find a reason for it.
Video games aren't it, and The Entertainment Consumers Association is stepping forward to make that clear.