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  • Game Design, Life in the Machine, Personal, Playing Games

Lessons

Something that a lot of game players and developers like to talk about is those semi-rare occasions when a study comes out discussing the benefits of playing games, as opposed to how they are turning people into murderous drones. That…

  • Problem Machine
  • October 30, 2012
  • Diagnosticism, Essays, Game Design, Narrative Design

Agency and Narrative: Half-Life

All of this was originally an illustrative example within the earlier post Agency and Narrative. However, at one point this example ended up taking up about half the essay, so I decided to post it up later as supplemental material.…

  • Problem Machine
  • October 29, 2012
  • Diagnosticism, Essays, Game Design, Life in the Machine, Narrative Design, Personal

This is Halloween

Short update today, things have been busy. I think I have some bonus material I can put up to compensate on Monday morning though… I, like most white people, am fond of Halloween. There’s a few things I like about…

  • Problem Machine
  • October 28, 2012
  • 1 Comment
  • Life in the Machine, Narrative Design

Eve DevBlog 6: More blog, less dev!

Worst week for the project thus far! May as well just get that out there right away and say it, and I’m not thrilled about that since last week was also pretty bad. Oh well. There’s gonna be bad weeks,…

  • Problem Machine
  • October 25, 2012
  • 3 Comments
  • Developing Events, Essays, Exploring Transgression, Game Design, Narrative Design, Playing Games

Exploring Transgression 1

There’s a huge subject I’d like to tackle, but it’s a bit difficult for me to pin down. It’s something I feel very strongly about, and because I feel so strongly it tends to bleed into a lot of apparently…

  • Problem Machine
  • October 21, 2012
  • Development, Programming

Eve DevBlog 5: Premeditated Accidental Self Sabotage System

Okay, after (mostly) wrapping up the map editor, I gotta say: I was pretty tuckered out. So I took a couple of days off, tried to pay off some of my sleep debt, wrote a couple of IMO pretty good…

  • Problem Machine
  • October 18, 2012
  • Essays, Game Design, Life in the Machine, Narrative Design, Playing Games, Programming, Writing

Artificial Neuroticism

In games everything has a clear cause and effect. If you get your face stomped by a cyclops, it’s because you forgot to re-equip your Axe of Extravagant Evisceration after using the Feather Duster of Tidiness for that side-quest, or…

  • Problem Machine
  • October 16, 2012
  • 2 Comments
  • Diagnosticism, Essays, Game Design, Narrative Design

Agency and Narrative

“Anyone who prioritizes the delivery of narrative over support for player agency fundamentally misunderstands the nature of the medium.” – Bizarro Hepler I recently encountered this quotation in my twitter feed, and it got me thinking. I generally agree with…

  • Problem Machine
  • October 14, 2012
  • 3 Comments
  • Developing Events, Diagnosticism, State of the Machine, Writing

Slight schedule change

Okay, I’ve noticed that Fridays tend to be a) busy and b) tiring, which is making it kind of hard to write a good essay at the end of the day. I’m pretty sure I’m not going to be able…

  • Problem Machine
  • October 13, 2012
  • Development, Programming

Eve DevBlog 4: It- it- the f- it- flame- flames. Flames, on the side of my face, breathing- breathl- heaving breaths. Heaving breaths… Heathing…

I fell behind, then I caught up. Gotten a ton of work done on the map editor. It is basically functionally complete at this point, at least to the extent that one can make a fully functional map. I’ll still…

  • Problem Machine
  • October 11, 2012
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