Announcing our PAX East 2014 panel with Palmer Luckey, Chris Roberts, and more

PC Gamer at

Virtual reality, SteamOS, fiber broadband, 4K displays, holodecks (you know, maybe)—the next five years of PC gaming will radically transform our immortal hobby. What new experiences will the PC games of the near future provide? How will technology surprise us? This April at PAX East 2014, we'll look into that glowing future with the innovators and PC gaming stakeholders shaping it.

GDC 2013: DayZ panel: "Complexity is not bad," says Dean Hall

Evan Lahti at

Earlier today I sat in on DayZ creator Dean Hall’s presentation at GDC, “Designing DayZ.” During his talk, Hall retraced the steps of turning a mod experiment into the 1.7-million-player success that it became. Along the way Hall laid out what he considered to be his core tenets in designing DayZ (the standalone version, especially), which include the notion that complexity isn’t a design sin.

Video—the PC Gaming Press Conference @ PAX 2011

PC Gamer at

A heartfelt thank you to everyone who attended our PC Gaming Press Conference last Friday at PAX. It feels damn nice to pack a room with PC gamers, and talk directly about some of the innovations, ideas, and good things happening on our platform. If you weren't in Seattle last weekend, we're delighted to bring you video of the full presentation. Inside this post, we've also broken out the video into timestamps for your convenience.

We're really looking forward to doing this again next year in a bigger way. Obviously we don't think of ourselves as the keepers of PC gaming as a platform, but if someone isn't going to get on stage, gather some exciting upcoming games and say nice things about the PC, by jove, we'll do it. To that end, if you have any suggestions for format, content, or who you'd like to see at such an event, let us know in the comments.

Post-PAX recap: "The Death of an Indie Studio" by Scott Macmillan

Rob Zacny at

At the “Death of an Indie Studio” PAX East panel earlier this month, developer Scott Macmillan offered a reality-check to the dream of indie success. For an hour, he autopsied his defunct studio, Macguffin Games. “Part of why I want to do this talk is because if those lessons don't circulate around a bit and become useful to people, then I failed in some way. Besides the obvious way that I failed.”