Today’s column is something I wish I’d covered way back when I did my video on Prince of Persia:
Basically, I should have made the difference between “harder” and “more punishing” more explicit. I don’t know that it would have blunted the resulting controversy, but it would have made the ensuing debate a little less muddled.
If you read the comments on that video, you’ll see a lot of people really object – strongly – to my thoughts on Prince of Persia. Some people get angry at the suggestion that games should be less punishing. I still don’t know if they’re confusing punishment with difficulty, or if they really insist that a game must create artificial setbacks in order to be enjoyable. It will be interesting to see how things play out in the comments.
How I Plan To Rule This Dumb Industry
Here is how I'd conquer the game-publishing business. (Hint: NOT by copying EA, 2K, Activision, Take-Two, or Ubisoft.)
A video Let's Play series I collaborated on from 2009 to 2017.
A game I love. It has a solid main story and a couple of really obnoxious, cringy, incoherent side-plots in it. What happened here?
The Disappointment Engine
No Man's Sky is a game seemingly engineered to create a cycle of anticipation and disappointment.
The Death of Half-Life
Valve still hasn't admitted it, but the Half-Life franchise is dead. So what made these games so popular anyway?