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Problem Machine
  • Essays, Life in the Machine, Narrative Design, Playing Games

Noise

I ran a fan every moment of every day, for three or four months, over the Summer. Now that the temperature has cooled down, I turned the fan off and immediately began to feel uncomfortable. I could hear too much,…

  • Problem Machine
  • September 18, 2013
  • 1 Comment
  • Art Design, Criticism, World Design

ProMaRaRo 5: The Mighty Boosh

Adventures are everywhere. Monsters are everywhere. Dangers that aren’t dangerous lurk around every corner, and exotic locations all across the world are apparently always a day’s drive away. The legends are true. The legends are always true. In The Mighty…

  • Problem Machine
  • September 17, 2013
  • Essays, Game Design, Narrative Design

Just a Joke

It’s peculiar sometimes to think about how narrow and tenuous the line which divides horror from humor can be. Both genres have deep roots in the unexpected, both make liberal use of the grotesque – the main difference between them…

  • Problem Machine
  • September 16, 2013
  • 2 Comments
  • Animation, Development, Game Design, Programming, World Design

Eve DevBlog 51: Under Attack

Well, the crouch attack animation ended up being much more work than I had previously anticipated. I had expected it to take a day or two to get it finished and implemented, but it ended up taking the better part…

  • Problem Machine
  • September 13, 2013
  • Essays, Game Design, Life in the Machine, Narrative Design, World Design

Depths

When we create, most of our work is never seen. Most of what we pour into our art is too dense and sinks to the bottom, where, though it cannot be observed directly, somehow its presence is still felt. It’s…

  • Problem Machine
  • September 11, 2013
  • Criticism, Life in the Machine, Narrative Design, Playing Games, World Design

ProMaRaRo 4: Oddworld: Abe’s Exoddus

I didn’t play it. Well, technically I did. I played for 40 minutes or so. That was long enough for me to remember what an unpleasant, albeit intriguing, world that Oddworld is. Abe, the player character, seems to be the…

  • Problem Machine
  • September 10, 2013
  • Developing Events, Essays, Gaming Press, Human Interface Device, Life in the Machine

Identity

I’m having a hard time formulating this as one essay. I’m just pulling some of the thoughts that have been flitting around my head like moths drawn to fire all week. This is going to be kind of a scattershot…

  • Problem Machine
  • September 9, 2013
  • Animation, Development, Programming

Eve DevBlog 50: Low Blow

Well, it’s been a really weird and depressing week, but not actually too bad in terms of productivity. I’m still mired in animation work, but the light is definitely starting to show at the end of the tunnel! First, I…

  • Problem Machine
  • September 6, 2013
  • Essays, Life in the Machine, Personal, State of the Machine

Good Enough For Now

I was supposed to have published this two hours ago. I was supposed to have written this last night. There are benefits to procrastination, but if you wait long enough for the last minute that last minute will always find…

  • Problem Machine
  • September 4, 2013
  • Criticism, Essays, Game Design, Narrative Design, Playing Games

ProMaRaRo 3: Anodyne

I like Anodyne. I liked it more than I expected to, in all honesty: I was expecting a solid and aesthetically pleasing retro-gaming experience, but what I found was something much stranger and more beautiful than I had anticipated. Anodyne…

  • Problem Machine
  • September 3, 2013
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