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The complete history of Fallout

Who knew the end of the world could be so full of life?

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Developing Compelling Game Narratives

Tips from Sam Barlow — Her Story

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Fallout Shack

Architecture of The Wasteland

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Redesigning the Tabletop: Queering Dungeons and Dragons

A scholarly take on the matter.

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EverQuest is 20 years old, and people are still playing

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The making of Quake 2

Tim Willits explains how the classic id shooter came to be.

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How games whitewash Nazism, and the responsibility developers have to history

Through the Darkest of Times devs explore the industry's dangerous failure when it comes to depicting fascism

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Little Wars

How HG Wells created hobby war gaming

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Machinima is a good reminder of just how disposable the internet is

"None of our digital goods or digital communities will last forever."

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Q2VKPT: the first playable game that is entirely raytraced

An intriguing graphics experiment.

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Are RPG Maker games as bad as people think?

Another article tackling the old issue, this time with numbers.

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Atari Star Wars: Arcade Cockpit Development

A game I never saw in arcades myself, but which apparently influenced the later X-Wing titles.

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Reflections on DOOM's Development

(straight from John Romero)

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Creating a (Non-Trivial) Lisp Game in 2018

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Rock and Roll Days of StarCraft

a Development Retrospective

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The Last King Of Wurm Online

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Chris Avellone at Digital Dragons 2016

An interview with RPG Codex

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Best RPG worlds

Worlds actually worth saving in computer RPGs.

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The joy of reading role-playing games

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Rockstar's history of America

What do Rockstar games tell us about American history?

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Designing 2D graphics in the Japanese industry

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Retro Revisited: Z

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A Look at the Design of Lua

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The History of Square – 1992 Developer Interview

originally featured in Dengeki SFC magazine

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WebGL 3D Model Viewer Using three.js

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