The best videogame narratives are often the ones you write yourself. Michael Cook talks to a few game writers who have been uniquely inspired by their favorite medium.
Outside the Box
Downloadable content, patches, forums - how games change after purchase.
Sometimes you have to throw out all the rules for the real game to begin. Darren Sandbach dives into a few virtual worlds where players are ignoring the developers' intentions and making it up as they go along.
Mount & Blade is one of the few examples of a modding community that developed alongside the game itself. Peter Parrish examines the history of this mounted combat sim and what makes it so attractive to modders.
Most games stop evolving the moment they hit store shelves. But Burnout Paradise isn't one of them. Graeme Virtue speaks with Criterion Senior Producer Pete Lake about Burnout's "Year of Paradise."
Can releasing a patch actually persuade new customers to purchase a game? If your game is Team Fortress 2, it can. Nathan Meunier speaks with Valve's Robin Walker, co-creator of the original Team Fortress, about the game's ongoing development.