Afterlife
I am tired of video game protagonists. There’s a specific character that gets created over and over again when a video game designer asks themselves “what kind of person would only ever interact with the world through the barrel of…
I am tired of video game protagonists. There’s a specific character that gets created over and over again when a video game designer asks themselves “what kind of person would only ever interact with the world through the barrel of…
In the Big Rock Candy Mountains All the cops have wooden legs And the bulldogs all have rubber teeth And the hens lay soft-boiled eggs The farmers’ trees are full of fruit And the barns are full of hay Oh…
I’ve been playing a lot of XCOM 2 recently, and after a discussion on the differences between it and its precursor the other day I started thinking about the nature of decisions in games. In XCOM (the first one), you’re…
There’s a way of talking about games that’s begun to bother me – most games, when we describe and discuss them, particularly in comparison to one another, tend to get boiled down to one or two focal points, a gimmick…
Since 2014, I’ve been thinking a lot more about the ethics of art, the responsibilities of putting work out into the world. This may be jumping the gun, since very little of my work garners much attention, but, well, on…
Much as I’d like to think of time spent enjoying good art as a sort of exercise of the mind and the spirit, there’s an assumption there that I wonder about sometimes – no, not the mental or spiritual benefits…
One of the most common ways to evaluate a game design decision is in terms of “risk and reward”. Usually we assume that that whenever the player takes a risk it should be to attain a commensurate reward, and so…
I was in Los Angeles and I saw Candide. It had Kelsey Grammar and was generally a great show, but I’ve always had a bit of a hard time warming up to Candide conceptually. I may actually have a hard…
I’ve been playing Cuphead. If you’ve somehow managed not to hear about this game, Cuphead is a 2D platformer styled after the cartoons of the 1930’s – although I frankly think it manages to realize that aesthetic far better than…
I have been spending the last 10 days or so playing way too much Slay the Spire. They say write what you know, and right now my brain knows nothing but the pleasures of building a badass deck to kill…