Magic: the Gathering Artwork Taking More Progressive Turn?

The collectible trading card game Magic: The Gathering has long passed its 20th anniversary, and it’s still going strong. Over the decades, the game has woven an elaborate fantasy universe filled with everything from dragons to zombies to pirates to wizards, and everything else. But one aspect of the Magic universe has usually been consistent: the game’s fan base has traditionally been male, so the game’s artwork thus tends to favor the male gaze whenever depicting a female.

But one sharp set of eyes over at’s Motherboard has noticed something different about a female snake character: A lack of prominent female breasts. In asking why she doesn’t have mammary glands, one might be tempted to reply “Because she’s a snake, dummy!” But in the Magic universe, that never slows them down. The article goes on to show examples from the game’s artwork of everything from humanoid cats to hissing vampires, all of whom could fill out a D cup nicely.

Wizards of the Coast, makers of Magic: The Gathering, do seem to be trying to open the game’s culture up to be more inclusive. Just this last year the Magic universe introduced its first black female planeswalker, traditionally being its marquee brand of character. Recent expansion sets have also introduced a bi-racial couple and a transgender legendary commander character.

It goes to show, equal representation counts, even in the universe of a fantasy card game.

Latest Remote Server Gaming Technology Launch and Deployment

Spin Games announced the deployment and launch of Spin Games’ ROC™ Remote Gaming Server together with world leader in Inspired Entertainment and Virtual Sports within the iGaming market. Virtual Sports enables players to bet on Random Number Generated (RNG) animated sports events. The launch will have five distinct sports selections from Inspired games portfolio including: soccer, car racing, horse racing, motorcycle racing and dog racing



Established in 2012, Spin Games LLC is a leading global gaming company and provides disruptive gaming solutions through innovation, passion and excellence. Spin Games supplies to both land-based and interactive market sectors, concentrating on distinct game content, disruptive gaming technologies, and innovative gaming entertainment. It conveys wide-ranging industry skills – its innovations are ‘out of the box’ inventions never seen before. The company boasts of a robust intellectual property portfolio such as patents for Remote Gaming Server Multiplayer Interactive Gaming, and other captivating game concepts.



The launch is momentous for Spin Games, as it represents another deployment of the latest version of Remote Gaming Server in the company named ROC 3™. The technology also integrates Inspired’s Virtual Sports technology and game offerings. Inspired is also a global games technology company that supplies server-based gaming systems, mobile gaming, virtual sports with associated digital content and gaming terminals including betting, regulated lottery operators across the globe. Currently, Inspired operates over 30, 000 gaming terminals and provides its virtual sports products to over 34,000 venues on over 100 sites in 30 countries.


Games Industry Sets Up Internal Regulation for Lootboxes – Maybe?

After the recent public relations disaster spawned from EA’s Star Wars: Battlefront II leading several countries as well as the state of Hawaii to begin looking into whether the controversial “loot box” can legally be considered gambling, a new group has come forward from within the games industry claiming that they will be taking the helm in self-regulating this feature in future titles. But is it true?

Calling itself the National Committee on Games Policy, their mission statement is to become “the video game industry’s first, and de facto, self regulatory organization”. Formed in response to the calls for legislation regarding loot boxes and other predatory tactics employed by game publishers, the group hopes to avoid such legislation for fear it may not accurately reflect the needs of those who make or play video games, as well as bring legal action against companies who make use of predatory practices in their games.

Despite claiming to be made up of, as they say in their press release, “high level industry experts and influencers”, only a small handful of members have decided to take their involvement with the committee public. The NCGP claims this is because members’ identities will only be revealed upon giving their permission, with only the eight member “steering committee” having been revealed so far.

Additionally, for a group purporting to be made up of games industry professional, there are quite a few holes in their story. First and foremost is their claim of being the first self-regulatory organization, which would actually be the ESRB. Another comes in the form of Kenneth Tran, the one purported to head the organization, being a self-proclaimed “internet troll”. A more thorough breakdown of the multiple red flags related to the organization is available at Forbes.

Assuming the NCGP is legitimate, the large number of problems seen in the organization pose issues for any change they wish to make. While self-regulation may work in certain cases (such as the aforementioned ESRB), it could quickly devolve in collusion between companies without true government regulation. Only time will tell how things pan out, both for the NCGP and the games industry as a whole.