1. On this week’s Critically Speaking podcast: Time will outlast us all, if it even exists, but in gaming, time is often a tool or a feature or altogether absent. What happens if games focus on time in a different way? In life, we grow, we live, we build families and communities, and then we die. The story doesn’t end there. Future generations carry on the legacy. Could the same be made true for our in-game selves?

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  2. On this week’s Critically Speaking podcast: In life everyone has their pet peeves, and the same is true with videogames. Whether it’s piles of junk everywhere or slow travel from place to place or stilted dialogue, game designers should keep an eye out for the things that bring their audiences to nails-on-the-chalkboard levels of irritation. 

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  3. On this week’s Critically Speaking podcast: Sometimes our characters talk, and other times we make them talk. What happens when our choices mean as little in the first case as they do in the second? Can a game take away player agency and still be better for it? For character dialogue, that just might be true.

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  4. On this week’s Critically Speaking podcast: Nothing is a pure original, but if that is true, then what does it mean when videogame protagonists are so homogenized that they can be boiled down to a series of journal entries of no more than a paragraph?

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  5. Kris Ligman writing for Critical Distance:

    Next week, Critical Distance will be running a special edition of This Week in Videogame Blogging in honor of Black History Month. Similar to how our Women’s History Month roundup worked last year, this special will exclusively feature work by and curation from black writers.

    We strongly encourage you to submit links for this roundup — including your own, if you have something you’d like to share.