Creative Growing Pains

Now that I’ve no longer much of an MMORPG commitment — the marriage with Champions Online goes on, but the honeymoon is a faint and distant memory — game development has re-entered the picture.  In fact, it seems to be even a higher mental priority to me than my university classes, which is problematic if [...]

Hardly Working

Coming soon to 1001 clones near you: the original game I’m working on.

To Simulate A Meaning In Life

Well, I think I figured it out: the reason why I keep halting my BYOND game-production half-way through is because I’m a fairly goal-oriented individual and I knew, at least subconsciously, that the goal of what I’m making sucks.

Fallout Break: Star Command

By the end of the second day of Fallout 3, I was at level 18.  I had not been to The Pitt yet, and the main quest was just about to the one-quarter/one-third point of finding Dad.  I had been doing a lot of wandering, dusting off the old quests for advantages I wanted while [...]

Approaches To Space Dragons

I like the idea of making a sci-fi game more than a fantasy game.  We’re all familiar with the trappings of fantasy, it’s like mainstream geek folklore.  However, Sci-Fi seems more progressive – magic and swordplay are behind us, lets talk laser beams.
As Yahtzee put in his EVE Online review, the reaches of space are [...]

Hard Nova Retrospective

My destiny of being an ultimate game designer continues to be delayed by a destiny of being an ultimate procrastinator.  On the radar for Tuesday: Hard Nova, a 19-year-old quasi sequel for one of my all time favorites, Sentinel Worlds I: Future Magic.

Bartle’s Feedback and Dead Space

An eventful weekend.  Not only did I get a little bit of one-to-one feedback from Richard Bartle, but I played through Dead Space.  Both events helped to rekindle an interest in gaming shaken by too much time at the drawing board last week.

Design Ruts Vrs Existentialism

I’ve been in a rut. I’ve accomplished only a few things over the past couple days:
1. Played the Immortal Defense demo. It’s quite compelling, insofar as pretty geometry meets tower defense, sprinkled with a story about being forced into eternal disembodied servitude, can be.

2. Wrote up the Spellborn Character [...]

Standard Procedure: April 2009

The weekend has come and gone, and I’m getting back to work.   Both trying to find somebody willing to pay me now, while hedging my bets for the future.

Game Designers Block

Into the pit of private-flagged messages goes my weekend insanity.  I should probably keep my political beliefs to myself, lest it run off potential blog readers of differing opinion.  [Revised to be less caustic:] This single comic caused me to write it off the whole artistic endeavor, even as I respected the quality of the [...]