Category Archives: Games

Developer Transparency

I’ve done a pretty hefty interview with Arcen Games, of AI War fame, about A Valley Without Wind, their next game. So far it’s part one of two, with the whole interview being just shy of seven thousand words. It’s … Continue reading

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Repurposing the Save Point

A save point is a design flaw. It’s a plaster patched over an obvious shortcoming of the developer, and it’s become a staple that we’ve forgotten was ever an issue. Just give it a moment’s thought, think about what exactly … Continue reading

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Filler

Turns out I’m not done with the idea of narrative in games. I’m probably shooting myself a in the foot a bit by not formulating this into an interesting, cohesive article that I can then sell for great profit, but … Continue reading

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Letting Go

This has been on my mind for the past few days, mostly due to Richard Garriott being Richard Garriott, and making wild, sweeping statements about games and gaming. Yes, you made Ultima. No, Tabula Rasa wasn’t all that great. No, … Continue reading

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Fucking Verticality

Dead Space 2 is out, and it’s brilliant. It’s got some of the most impressive set pieces I’ve seen in a game, and the whole atmosphere, world and attention to detail is astounding. That’s the singleplayer. It also, as with … Continue reading

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Filling in the Blanks

Games, as an interactive medium, are still playing catchup. By which I mean they’re still trying to fill out the qouta of what exactly ‘interactive’ entails. And so far, for the most part, ‘interactive’ has been a pretty limited thing, … Continue reading

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That Troll Urge

It’s ok with friends, right? Except, of course, this is how you lose friends. So long as you don’t know when to stop. I usually know when to stop. Usually. I’m talking about the urge to be a dick, basically. … Continue reading

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