Often times, stories come and go on game sites without a sense of permanence or a proper archive. Especially so when you're crashing on another site's couch while building your own. This is our attempt to change that -- a collection of all the in-depth, research-based feature stories we've been doing about games for The Verge while preparing for Polygon to launch.
For hot-out-the-oven details on Polygon features, check out an editorial about our approach, which includes a video that explains everything in 20 seconds. And if you're interested in pitching freelance feature stories, Polygon's guidelines page will do you well.
Thanks for reading.
Here we go...
AT POLYGON, FEATURES ARE ABOUT STORIES, AND STORIES ARE ABOUT PEOPLE.
We will do our best to cover unexpected topics.
We want to tell stories that will surprise you.
We want to cover stories about game development and game culture.
We want to go behind the scenes in ways you haven't seen before.
We aim to write stories as relevant now as they are years down the line.
We believe that there are stories that haven't yet been told. True stories about the way videogames intersect with our lives, and the way that those who make them, or play them, affect the world in which you live.
There is way more to come.


Gaming her brain
Fall of gaming 2012
Inside 'XCOM's' bold visuals
Hear the sounds, play the games: Meet five games based on songs
Whitespace: The man behind 'The Unfinished Swan'
At war with fans: 'EVE Online's' fall and rise from infamy
Humble origins: The solo odyssey behind 'Dust: An Elysian Tail'
The man who created 'Double Dragon'
How NYU Game Center trains the next generation of game makers
Inside Ron Gilbert's 'The Cave'
Don't be a hero - The full story behind Spec Ops: The Line
'Retro/Grade:' If I could turn back time
Jason Rohrer's blood diamonds: Three years, two publishers and a garage full of games
How 'Super Time Force' fell into Capybara's lap (and yours)
The secret sauce of social games
In 2012, men preserve the game of 1864
How running a marathon inspired 'Canabalt's' creator
'Dyad': The tale of a man and his machine
Debunked: The strange ride of millionaire game developer Bunky Bartlett
The state of games 2012
'The Act's' twenty-year journey to create an emotion genre
Fighting to the top
'Mortal Kombat's' Johnny Cage, 20 years later
The mirror men of Arkane
Making music for 'Mass Effect 3'
'Steel Battalion: Heavy Armor' interview: War as celebration of life
'Spelunky:' The everlasting platformer
Fatherhood in the Age of Games
The toughest crowd: How little kids pose big problems for game makers
Walking with the Dead: How war shaped 'DayZ''s zombies
Transforming Grimlock: How High Moon saved the Dinobots
How Rockstar got inside Max Payne's head
Crazy Town: Gearbox on making Borderlands 2
Civ 5 Gods & Kings: The future of the past
Therapy, Alcohol, and Chickens: The story behind PSN's Papo & Yo
Call of Duty: Devil's Brigade revealed
The professional fan: How EarthBound led to a marriage and a career
From nowhere to Sword & Sworcery: Capybara's road trip to indie stardom
Family reunion: Jane Jensen, community-supported games, and the possible return of Gabriel Knight
The Next Starfighter: Seamless Entertainment's space shooter revival
You will know when you hear a gun: Red Storm's battle for authenticity
Better with age: A history of Epic Games
From 'Half-Life' to 'Borderlands': Gearbox rides the rocket
Reviewers' Talk: Mass Effect 3, the ending, the narrative, the controversy
The redemption of Derek Smart
The sky isn't falling: Why game retailers aren't headed for disaster
Dead Island: The Reckoning
Seven years in: The Xbox 360's lineup in 2012
Folk Lore: How Johann Sebastian Joust is defining a new gaming genre
Tactical Intervention: The return of Counter-Strike's Gooseman
Bob Glouberman: The Million Dollar Gamer Dad
The 2012 Indie Game Challenge: A glimpse at indie excellence
The critical path of Dan Amrich
Cloning Case Files: QCF Design
Cloning Case Files: Vlambeer
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