From an economics perspective, the great thing about the market dynamics of Chinatown is that they emerge organically from players' decisions. In many games, the economics of the game come from the mechanics created by the game designer. These are often clever and inventive, and in many cases, they reflect interesting observations about markets. But nothing quite beats the way Chinatown sets up the most simple of rules and lets the players discover the benefits of trade for themselves.
• In November 2017, WIRED profiled Timm Woods in an article that names him "one of New York's best professional D&D dungeon masters". An excerpt:
the one who ignites the adventures, emcees the action, and ultimately oversees a fantasy world where new thrills or terrors can be unearthed with a roll of the die. After a few rounds, "I realized, 'Oh, shit. You can do anything with this,'" Woods says.
He was hardly the first to have that realization. First introduced in 1974, Dungeons & Dragons soon become standard-issue equipment for geeks everywhere — not that they had a monopoly on the game. In its Reagan-era heyday, D&D was like convenience-store Schnapps or Jim Morrison lyrics: Everyone indulged at least once, usually late on a weekend night, and either become an instant devotee or spent the rest of their lives denying it ever happened.
• Old news that I missed many months ago: Since CMON Limited is now traded on the Hong Kong Stock Exchange's Growth Enterprise Market, as noted in Dec. 2016, the company now files public statements of its sales activity (PDF). In March 2017, CMON filed a summary of its 2016 activity, reporting nearly $21 million in revenue in 2016 (compared to $17.2 million the previous year), with a gross profit of $10.7 million and a final profit after all expenses of just over $1 million.
• In July 2017, Architectural Digest profiled Indian filmmaker Gayatri Kodikal, who has been developing a game called The Travelling Hand since 2015 that "allows players to excavate historical evidence and uncover the legend of Ketevan — the martyred queen of Kakheti, a kingdom in eastern Georgia". An excerpt:
Gayatri's aim was to simulate the process of an actual excavation — each time you play, you discover a new piece of evidence and get to speculate on what might be true and what might be partially untrue. "What I felt while telling the story was people would be more interested in how I found something, rather than the actual narrative itself. And that kind of clicked with me," muses Gayatri.
• Analog Games contains a charming story of a wedding proposal delivered through an original game created for the event.