I wrote this several years ago as a scattershot attempt to address some of the questions that would later be used as the basis for an interview with Aaron McHardy, lead FIFA designer at EA Canada, published by Paste Magazine last month.
It’s unfocused and weird, but I figured I may as well share.

Sakura
Sports games occupy a strange and troubled position the games industry’s caste system. They’re generally reviled by the self-identified hardcore, despite selling well and representing one of the few examples of traditional games left in the industry. Games demand multiple players following the same sets of rules, a test that, say, Call of Duty’s single-player campaign fails.
Real-time strategy and fighting games pass this test as well as sports games do, but series like Madden and FIFA are the most visible and well-marketed example of traditional gaming.
It’s also worth noting that the nascent mixed-martial arts genre—no doubt standing on the back of the professional wrestling games that blossomed during the mid-1990s—effectively blurs the line between the fighting and sports genres. This seems pretty obvious.
A subtler observation: sports games can act as fulcrum of design a whole.
Here, I defer to Margaret Robertson, who prompted my line of thinkingalmost three years ago:
Here’s a game design conundrum for you: what do Halo and football have in common? . . .
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/Scraps: Master of Dungeon
From earlier this month, here’s another review, forever damned to un-publishability, of a game that I didn’t care for: it’s not bad, but it’s not inventive or interesting or engaging, either.
While unwieldy, Master of Dungeon‘s title can be forgiven: it’s descriptive and accurate — this is, in fact, a dungeon-crawling RPG. And the specific misuse of English gerunds in the game’s marketing (“Feel the thrilled battle of beating!”) marks it as an Asian product (in this case, South Korean), even before the chibi-sized sprites drive the message home.
Master of Dungeon‘s choppy syntax may be part of its Engrish charm, but in a game with so many systems at play, it’s a nuisance. There’s an in-game economy, of course, with a handful of merchants and mongers in a hub town hawking wares, but there’s also item crafting and deconstruction, two different upgrade systems, and an expansive in-app purchasing scheme. There are two problems here, the first of which is that the writing in Master of Dungeon is butchered badly enough to render any tutorial or instruction inscrutable — the only way to get the hang of these mechanics is repetition and trial and error.
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Tagged games writing, ios, reviews, videogames