What Defines The Player-Character?

“The world lies on the brink of destruction. Only a select few may be able to save it.”


July 1, 2010

In Defence Of The Cut-Scene

A lot can (and has) been argued against the use of cut-scenes in games. They are broadly seen as an archaic film mechanic that stumbled into gaming convention in an age when games were too young and naïve to put forward any other alternative.


May 28, 2010

Tension Keeps Video Games Interesting

At present, the word “tension” is almost exclusively considered negative.  


May 27, 2010

Game Design As Make-Believe: Depiction Vs Narration

Based upon part six of the Mimesis as Make-Believe serial.


May 20, 2010

Game Design As Make-Believe: Participation

Based upon part five of the Mimesis as Make-Believe serial. See part four here.


May 19, 2010

The Importance Of Writing


May 14, 2010

Game Design As Make-Believe: Fictional Worlds

Based upon part four of the Mimesis as Make-Believe serial.


April 18, 2010
In Real Life

Roger Ebert Asks A Good Question

The Chicago Sun-Times film critic has finally revisited his old contention that games can never be art, to defend it “in principle,” and to dispute about that which cannot be disputed.


August 8, 2009

The Real Video Game Danger: They’re Too Safe?

The summers of my childhood were marked with scars. Good scars, not bad ones.


June 26, 2009
In Real Life

You (Sorta) Owe Dead Space To Aristotle

Some deep reading over on Gamasutra on game design and narrative (courtesy of Company of Heroes narrative designer Stephen Dinehart) could be my next graduate school adventure.