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”.
In Defense of Crunch
Crunch-mode game development isn't good, but sometimes it happens for good reasons.
Bethesda NEVER Understood Fallout
Let's count up the ways in which Bethesda has misunderstood and misused the Fallout property.
Batman: Arkham Origins
A breakdown of how this game faltered when the franchise was given to a different studio.
Good Robot Dev Blog
An ongoing series where I work on making a 2D action game from scratch.
The plot of this game isn't just dumb, it's actively hostile to the player. This game hates you and thinks you are stupid.