Everyone has different standards for verisimilitude. I’m often amused by the anecdotes from other players who inhabit crazy gameworlds that are bursting at the seams with preposterous creatures. They think nothing of doing a dungeon where an Ogre will inhabit an unadorned room next to a Black Pudding, who both live next door to a Dire Bear and an Earth Elemental. Stories like this make me laugh because I can’t help but picture what life must be like for these monsters in the dungeon as they sit around waiting for adventurers to show up. Talk about “The Odd Couple”. Actually, that’s a pretty cool idea for a comic: A sitcom-styled story about a bunch of freakish monsters who inhabit a trap-and-treasure laden dungeon, learning to love and laugh… together.
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?
Gamers Aren’t Toxic
This is a horrible narrative that undermines the hobby through crass stereotypes. The hobby is vast, gamers come from all walks of life, and you shouldn't judge ANY group by its worst members.
Here is a 13 part series where I talk about programming games, programming languages, and programming problems.
This is a massive step down in story, gameplay, and art design when compared to the 2014 soft reboot. Yet critics rated this one much higher. What's going on here?
What Does a Robot Want?
No, self-aware robots aren't going to turn on us, Skynet-style. Not unless we designed them to.