Undertale: Reflections
In this post I take a more in-depth look at the design of Undertale. If you haven’t played the game yet I’d strongly recommend doing so before reading, since I pretty much spoil the entire story, and also just generally…
In this post I take a more in-depth look at the design of Undertale. If you haven’t played the game yet I’d strongly recommend doing so before reading, since I pretty much spoil the entire story, and also just generally…
I feel like there’s a hole in the way we discuss soundtracks. We talk about using certain instruments or techniques to evoke certain kinds of emotions and associations without ever talking about the specifics of how we do that and…
Sometimes it’s embarrassing how simple our tastes really are. You know, we can write essays about why we love what we love, what works and doesn’t, about the delicate structure of ideas that play against each other in this particular…
It’s interesting how much goes into a game that the player never sees. Old versions, unused content, hidden details of construction, or simply paths the player never takes. As we play the game, this stuff is invisible – sometimes we find…
For a while now, I’ve thought of the point and click adventure as a more-or-less static genre. We understand the design, its conventions, what it can achieve and how. And yet, while sticking close alongside those conventions, Dropsy turns the…
I’ve been thinking about the role that humor plays in a narrative. We often regard humor as an end in and of itself, something that adds entertainment – who doesn’t like to laugh? This approach is natural and worthwhile, but…
I’ve been playing and replaying old Fallout games – there may be some kind of tenuous connection between that and the release of Fallout 4, but mostly I just finally got around to playing through New Vegas and that whetted…
The problem with dialogue system components in RPGs tends to be that they’re components in RPGs. I’ve been playing Fallout: New Vegas: This game, like the earlier Fallout games, is premised on making important dialogue choices which can have a…
I’ve recently seen people complaining about the (admittedly trite) fiction writer statement about how a character’s behavior can come seemingly out of nowhere, like they’re coming to life and acting out a will of their own, completely taking the writer…
Children will believe basically anything. That’s their job. At some point later in life, there’s usually some form of disillusionment, and we learn to distrust the motives of others, to believe that we are being manipulated. Afterwards we find that…