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.
A look back at Star Trek, from the Original Series to the Abrams Reboot.
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.
A horrible, railroading, stupid, contrived, and painfully ill-conceived roleplaying campaign. All in good fun.
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?
The Disappointment Engine
No Man's Sky is a game seemingly engineered to create a cycle of anticipation and disappointment.