The Community Spotlight features some of the best unedited articles that didn't quite make the front page. This week, we feature more indie darlings, look at social networking's effect on gaming, assert our right to play in two dimensions, and more. Grab your nearest Logfella and get ready.
Why should you care about Humble Bundle?
By Jeff Pulley
I gave you my reasons yesterday for supporting the latest Humble Indie Bundle, but Jeff has his own. He reminds us that it's important to support smaller developers and their artistic creations. (Also, he apparently has beef with Valve head honcho Gabe Newell. Guess that's for another post.)
Digital-only video games
By Masato Nakamura
Masato goes through the pros and cons of digital distribution methods, arguing that they make more sense for smaller indepedent dealers than for big-name publishers. He writes that, despite the desires of publishers to maximize profits, physical games aren't going anywhere. What do you think?
The right to be two-dimensional
By Eugene Kang
Eugene's old-school. He says that modern Japanese role-playing games have lost the charm and creativity that their older, more abstract graphics promoted. He writes: "The secret lies in their mode of presentation to create fantastic worlds and stories without the shackles of realism and artificial consumer expectation." Interesting point.
Social networking's connection with gaming
By Philip Smyth
Philip looks at the success story of indie masterpiece Minecraft and how the word spread about the block-building title through online channels. He contrasts that with the thriving popularity of user-captured Call of Duty videos on YouTube. "It was a natural evolution for gaming to become deeply connected to social networking," he writes.
Ante up!
By Chandler Tate
Chandler uses the failure of 38 Studios, creators of Kingdoms of Amalur: Reckoning, as a case study for the problems the modern gaming industry faces. "Game developers and publishers," he writes, "please don't give me an excuse that blames the rising costs of development or that we need triple-A-quality games. Because in reality, we don't."










