Critical Path Project

Video archive of video game developer interviews From Wikipedia, the free encyclopedia

The Critical Path Project (stylized CRITICAL///PATH) is a video archive of interviews with video game designers and developers.[1]

Type of site
Interview Archive
AvailableinEnglish
HeadquartersLos Angeles, CA
OwnerArtifact
Quick facts Type of site, Available in ...
Critical Path Project
Type of site
Interview Archive
Available inEnglish
HeadquartersLos Angeles, CA
OwnerArtifact
Created byDavid Grabias
URLwww.criticalpathproject.com
LaunchedJuly 23, 2012; 13 years ago (2012-07-23)
Current statusActive
Close

Launched on July 23, 2012, Critical Path contains over 1,000 videos of interviews with over 100 developers, conducted between 2010 and the present.[2][3][4] According to director David Grabias, the project's goals include:[5]

  • To provide a documentary-based venue for critical discussion about the art of making video games.[6]
  • To provide developers with a place where they can come for inspiration.
  • To provide players with insight into their game experience.
  • To make gamers aware of the great minds behind the great games.[7]
  • To document the current state of game development for future generations.

Topics covered in the interviews include violence in games,[8] methods of storytelling,[9] game mechanics,[10] player interaction, psychology behind playing games,[11] commercialism in the industry,[12] and the future of video games, among others.[13]

All clips on the site are available for free viewing online, and there are plans to release a full-length documentary in the future.[14]

Interview Subjects

The site currently features video clips with interviews from the following notable developers, among others:[1][15]

Discussion

A few quotes from the site have raised discussions between critics and fans alike. For example, Metal Gear Solid Director Hideo Kojima (famous for his cinematic narrative scenes) mentions that he's "not trying to tell a story."[16][17][18] Sid Meier says he's "failed as a designer" when players use cheats,[10][19] causing some stir with gamers when they discovered an all-powerful Sid Meier character[20] in the latest Firaxis release, X-COM: Enemy Unknown.

The archive presents a variety of differing opinions from developers. For example, Cliff Bleszinski speaks about creating empowerment fantasies for players,[21] while Warren Spector condemns the practice.[22] Sid Meier says that "micromanagement is not fun"[23] and other developers, like Fable's Peter Molyneux, Ultima's Richard Garriott, and others attempt to create games that give the player as much freedom and decision-making as possible.

References

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