Familiarity
This week my first attempt at a legendary difficulty campaign of the XCOM 2 expansion, War of the Chosen, went down in flames. Also this week, I started my first real and persistent attempts at learning Unity and building a…
This week my first attempt at a legendary difficulty campaign of the XCOM 2 expansion, War of the Chosen, went down in flames. Also this week, I started my first real and persistent attempts at learning Unity and building a…
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…
This week I played through Doki Doki Literature Club, which is a game I’d been vaguely aware of as a harrowing anime experience but, honestly, that describes several games, so it wasn’t really distinct in my mind. I’d like to…
Games are about progress – I can state this with some confidence since it’s a natural outgrowth of games both as narrative works and games as systems which generate results from input. Even games that are technically endless are built…
The term role-playing is applied very loosely to games. Not only has it come to mean something completely different when used to describe video games than the pen-and-paper games that originated it, but it has drifted away from its obvious…
I don’t consider myself exceptionally awkward in social situations, but I don’t think I’m particularly comfortable in them either. Much of the time, particularly in emotionally loaded moments, I have no idea what to say – no idea what an…
I want to be good at things. Obviously I would like to be good at art and music and such in order to make good art and to make money to support myself – and, yes, there’s the darker aspect…
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…