When I recently started playing the urban planning/management game ‘Cities: Skylines’, I quickly got the idea — after trying out the game’s basic functioning — to create a city and surrounding mountain villages with railroads connecting them.
Some Seeleelee are not happy. Because they are xenophobes.
A brief note on using the future tense to describe recent events during eSportscasting.
In which I ramble a tiny bit about Quake’s symbolic world and its mommy issues, along with a tenuous comparison to Dark Souls.
Last month, I made my debut in Unwinnable Weekly magazine with a piece on the preludes to Kentucky Route Zero. If, like me, your anxiously awaiting the fourth act of that game, it can’t hurt to take a look at the (free) games that came before. You can download A House in California, Ruins, and Balloon Diaspora from the Cardboard Computer website. I also briefly wrote about Ruins here before, back when I was a wee lad. Or actually, a couple of years ago.
If you’re interested, you can read an excerpt from my article for free on the Unwinnable site, or better yet, subscribe or purchase the whole issue.
Something of a ramble about what made me stop playing Knights of the Old Republic II for a while, about playing dress-up with guns and gowns and what that has to do with roleplaying, and about what Ian Bogost wrote in The Atlantic today on games and the representation of individuals.
The third article in my series Walking the Planes has just been published over at The Ontological Geek. It’s about the Planescape setting and how its emphasis on diversity and plurality has affected me, both in discovering the setting as a teen, and nowadays. I’m not really sure yet what the next episode is going to be about, as I have multiple half-finished ideas bouncing around in my head. You’ll have to wait and see!
Recently, I had the honour of being guest editor on Memory Insufficient, the games history ezine. I edited the special issue on Language and Games. You can read the editorial from the issue below, but really you should just go and download the whole issue here [pdf], because it’s free.
This open letter is a reply to Cameron Kunzelman’s piece “On Video Games, Content, and Expression”. It is about cake (layered and unlayered), salad, music, opera, analogies, and about games. Anyone is free to reply here or on their own blog.
Having recently finished Dragon Age: Inquisition — the main storyline and pretty much all of the single player sidequests, that is — some aspects of the game’s approach to hunting animals and beasts keep sticking in the back of my mind. I’ll try to disentangle them here, briefly.