What should our Hitman game be about? Hitman against a billionaire industrialist? Hitman rescues a young girl who is also a science experiment? Hitman enters into a plot with Diana to betray the agency in order to restore it? Hitman is outsmarted by an intelligence agent pulling strings behind the scenes? Hitman plays cat & mouse with a detective? Why choose? Let’s just throw all those ideas into a blender and call it a story!
Birdie is amazing at gathering intelligence. Even when he’s stuck in a parking lot in South Dakota he apparently knows what the agency is doing, what the Hitman is doing, what Dexter is doing, and what a random cop in Chicago is doing. And also he can somehow get untraceable handwritten notes to all of them. Too bad he doesn’t seem to have a goal. Like, how does telling Cosmo about Blackwater Park advance his goals? If he’s an information broker, then why is he giving all his information away for free?
Also, for those of you following the “list of stuff the developers don’t understand” in the comments: I think the list will get a lot longer after this one.
What Does a Robot Want?
No, self-aware robots aren't going to turn on us, Skynet-style. Not unless we designed them to.
The Witch Watch
My first REAL published book, about a guy who comes back from the dead due to a misunderstanding.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
Starcraft 2: Rush Analysis
I write a program to simulate different strategies in Starcraft 2, to see how they compare.
Bethesda felt the need to jam a morality system into Fallout 3, and they blew it. Good and evil make no sense and the moral compass points sideways.