Symbolic
We operate by symbols. Everything we think we see is, by the time we perceive it, converted from the light that enters our eyes into a collection of ideas, into symbols for objects and creatures we know – or, for…
We operate by symbols. Everything we think we see is, by the time we perceive it, converted from the light that enters our eyes into a collection of ideas, into symbols for objects and creatures we know – or, for…
A few weeks ago I wrote about how insufficient the idea of all stories being rooted in conflict is – actually, I mostly wrote about how our assumption that conflict is the core of stories affects the way we design…
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.…
I’m uncomfortable with the passage of time. I dislike it, and because time flies when you’re having fun I retain a slight antipathy for having fun as well. I usually try to have fun anyway, but a bit begrudgingly, acutely…
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…
They say there’s no story without conflict. I don’t really understand why this is said so often and with such confidence, but that seems to be how we teach fiction-writing around these parts because I’ve heard it a lot. I…
This might not be the best time to write a DevBlog, but it’s also way overdue and having not done it is stressing me out, so I may as well get it out there. After a short vacation followed by…
The relationship between power, success, and ethics is a tricky one. We’re all expected to try to achieve success in our chosen fields and, though to some degree we define it differently from field to field, in large part ‘success’…
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…
Well, I keep on getting distracted, but the distractions are all part of the project itself. There’s a distinction between the process of making a game and the process of making the game engine, the game editor, the game tools,…