a writer's blog

Tag Archive for ‘games’

The Future Starts Here

Buy Me, I’m Toxic

Being open to buy-outs is now the fashionable thing to do if you’re a toxic publisher.

America’s Army

America’s Army Calling It Quits After 20 Years

Haven’t played it for years, but it sure feels like the end of an era.

Playgrounds

Even More Graphic Wordle Greatness

You can now turn your lovely little Wordle graphs into lovely little buildings.

Playgrounds

Something Free and Fun on the Internet

Wordle is a rare game that doesn’t want much of your attention.

The Future Starts Here

Managerial Lego

Turns out, I was still way too generous regarding Ken Levine’s 2014 GDC talk.

Twilight: 2000

Twilight: 2000 by Free League—The Post-WWIII Apocalypse Never Looked so Good

Will I ever play this marvelous game again, as a player or perhaps even gamemaster? I don’t know! But that’s not the point.

The Future Starts Here

GAN Theft Auto: Playing Within a Neural Network

You’ve seen AI play within an environmnt, but here the AI is the environment.

Playgrounds

Narrative Lego

“Radical Recognition” sounds catchy, but I’m not holding my breath.

The Last of Us

Agency, Autonomy, and Power in The Last of Us

Like most action-adventures, TLoU doesn’t excel in player agency. But there’s a problem.

Playgrounds

Kimberly Voll & Robin Hunicke on Player Behavior

Great podcast chat to listen to.

Let me just pick up this daisy

The (In)Famous Encumbrance Modifier

What’s really wrong with encumbrance rules isn’t how badly they’re implemented.

Eighth Day Day of Hanukkah

Hanukkah Special — Day Eight | Summary & Outlook

Today, on the last day of Hanukkah, we will wrap everything up; talk about period style, game type, and game loop; and draft a list of tasks needed to advance this conceptual sketch toward a pitchable game treatment.

Seventh Day of Hanukkah

Hanukkah Special — Day Seven | Architectonics

Today, we will engage with the fourth and final design territory of the Ludotronics paradigm, Architectonics.

Sixth Day of Hanukkah

Hanukkah Special — Day Six | Narrativity

Narrativity, our design territory for today, is all about “emotional appeal,” seen from the viewpoint of narrative qualities or properties that work toward conveying specific meaning in a specific dramatic unit for a memorable gameplay moment.

Fifth Day of Hanukkah

Hanukkah Special — Day Five | Plurimediality

So what’s the aesthetic experience of our Hanukkah game going to be? To answer this question, tentatively, we will look at the game’s style and sound.

Fourth Day of Hanukkah

Hanukkah Special — Day Four | Interactivity

Today, we will explore the first design territory for our Hanukkah game, Interactivity.

Third Day of Hanukkah

Hanukkah Special — Day Three | Audience & USP

Today, on the third day of Hanukkah, we will explore possible target audiences and the game’s unique selling proposition, or USP.

Second Day of Hanukkah

Hanukkah Special — Day Two | Theme & Core Experience

Today, we will turn to the meaning Hanukkah has acquired over time, from the Talmud until today, to find our game’s theme and its core experience.

First Day of Hanukkah

Hanukkah Special — Day One | Intel

Along the eight days of Hanukkah, of which today is the first, let’s sketch a game concept about Hanukkah along the Ludotronics paradigm as an exercise.

Playgrounds

Native Informants in Game-Based Learning: Gender

Calling in native informants as consultants is exceptionally useful for avoiding mistakes, designing convincing characters, and broadening a game’s reach beyond its mainstream audience.