Needs Must
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…
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…
Difficulty has come back into fashion for video games. Many games now specifically go out of their way to cultivate a reputation as especially difficult, whereas not too long ago it was common for designers to regard any failure of…
I’ve noticed that when I get frustrated with playing a game, there’s usually a very specific way it happens. When I play, I keep in my mind a model of how the game works, what optimal and interesting play is,…
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…
I always hate doing these updates where there’s not a lot of progress to report. The last couple of weeks in particular have been devoid of any progress on the project, or even any work on it – at first…
Context-sensitive controls have been around a lot longer than we tend to think. The phrase became commonplace when used to describe third-person action games around the early 2000’s that used cover systems and the like, implementing one button press for…
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…
Another month has gone by, and though a short vacation, a nasty little cold, and a number of other minor distractions got in my way, I still managed to make a little bit of progress. First, and most importantly, I…
Well, I’m back to working on EverEnding. That side-project ended up being exactly what I didn’t want it to be, an excuse to work on a whole bunch of tools without ever making an actual game to go with them.…
Games are, generally, engines for responding to player input. Whether the game feels good is largely a matter of how robust the response is – robust both in how closely it interacts with the player’s input and in how well-constructed…