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”.
Marvel's Civil War
Team Cap or Team Iron Man? More importantly, what basis would you use for making that decision?
The Best of 2013
My picks for what was important, awesome, or worth talking about in 2013.
The true story of three strange days in 1989, when the last months of my adolescence ran out and the first few sparks of adulthood appeared.
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.
Blistering Stupidity of Fallout 3
Yeah, this game is a classic. But the story is idiotic, incoherent, thematically confused, and patronizing.