This entire show is supposedly some form of game criticism where we talk about what worked and what didn’t. But let’s put that idea aside for the next couple of episodes, because that’s not really what our conversation is all about. When I say something didn’t work for me, I’m using that to segue to another philosophical question. I’m not actually saying the game is bad, or that it should have been done differently. I’m a big believer in the idea that when it comes to philosophical wanking like this, there are no wrong answersObviously the stakes go up when we start talking about how this stuff could be applied to real-world problems, but that’s why I love sci-fi. It gives us a safe space to play around with these ideas, where nobody dies if we’re “wrong”..
To put it more specifically: It’s pretty clear that Simon (and perhaps the developers?) disagree with me on a pretty fundamental level. And that’s okay. I bring this up because I disagree with the game often, and I don’t want people to think I’m counting these disagreements as faults, from a game-design sense. It’s all good.
 Obviously the stakes go up when we start talking about how this stuff could be applied to real-world problems, but that’s why I love sci-fi. It gives us a safe space to play around with these ideas, where nobody dies if we’re “wrong”.
Project Button Masher
I teach myself music composition by imitating the style of various videogame soundtracks. How did it turn out? Listen for yourself.
Top 64 Videogames
Lists of 'best games ever' are dumb and annoying. But like a self-loathing hipster I made one anyway.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
Let's ruin everyone's fun by listing all the ways in which zombies can't work, couldn't happen, and don't make sense.