I praised the conversation with the broken hologram guy, but that’s because I have the hindsight of multiple playthroughs. He was actually really irritating on my first trip through the game, which is arguably the most important trip.
The idea of “these details seem dumb at first and only make sense after a later reveal” is a really dangerous game to play. It’s bad enough in a movie, since the audience can lose their trust in the storyteller long before the reveal. But in a game? Players will likely have many hours of gameplay between the seemingly dumb stuff and the payoff. They will very likely have breaks between game sessions to think about what the story is telling them, and thus lots of time to dwell on the apparent problems.
A video Let's Play series I collaborated on from 2009 to 2017.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.
Quakecon Keynote 2013 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
Good Robot Dev Blog
An ongoing series where I work on making a 2D action game from scratch.
The Best of 2015
My picks for what was important, awesome, or worth talking about in 2015.