Tag Archives: Game design

…And THAT is why I’m not studying, Mother.

Video games make you smarter. I have no proof and no desire to collect the necessary data, which is why I’m a writer and not a scientist. (If you want a bit more academic rigor than a 500-word blog post, check out Everything Bad is Good For You, by Steven Johnson.) In any video game, […]

Reliable story telling

Recently, aspiring game designer Eric Schwarz posted an article in which he argues that an unreliable narrator is inappropriate for interactive fiction. As March 32nd‘s protagonist is very much an unreliable narrator, and its story dependent on the choices of the player, I feel the need to defend the use of this literary device in […]

Wouldn’t It Be Nice?

I don’t want to be the cranky old man at Chromed. I honestly don’t. But if I learned anything during my stint with the Taft administration, it’s that some men have roles thrust upon them. So permit me to crank up the cranky. Odds are if you’re reading this, you’re familiar with Jane McGonigal. My […]

Keeping Your Focus

Focus testing is an important part of game development. Once a team has spent a lot of time on a project, they start to grok the game in a way that people who have never played it simply won’t, and can at times lose perspective. Focus testing is a way to regain that perspective.

Raising Acts and Taking Names

I have pretty good selection of old SNES titles I can reach for when I need to nostalgically kill a few hours—the Donkey Kong Country trilogy, Zelda: A Link to the Past, Yoshi’s Island. Final Fantasy II & III if I’m looking to kill half a year.  Games you’ve likely played, or at least are […]

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