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”.
Was it a Hack?
A big chunk of the internet went down in October of 2016. What happened? Was it a hack?
MMO Population Problems
Computers keep getting more powerful. So why do the population caps for massively multiplayer games stay about the same?
Project Button Masher
I teach myself music composition by imitating the style of various videogame soundtracks. How did it turn out? Listen for yourself.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
Quakecon 2012 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.