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.
Silent Hill Origins
Here is a long look at a game that tries to live up to a big legacy and fails hilariously.
id Software Coding Style
When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.
A video discussing Megatexture technology. Why we needed it, what it was supposed to do, and why it maybe didn't totally work.
Crysis 2 has basically the same plot as Half-Life 2. So why is one a classic and the other simply obnoxious and tiresome?
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?