I apologize for the entire week of silence on the blog. Can’t remember the last time I had that much dead time. I have some sort of freaky / agonizing / very gross eye infection that makes it very difficult to operate a computer. Actually, the computer itself is’t the problem: it’s the monitor that’s impossible to use.
Also, if you’ve sent me email in the last week, please be patient. I’m a full seven days behind the curve. I’m not ignoring you. I’m just behind schedule and half-blind.
Modern medicine is on the job now, and I expect a full recovery after I’ve undergone my self-proscribed program of vigorous whining, moaning, and making people bring me stuff. Posting will probably continue to be light for a while, unless Josh steps in and does a post for that Shogum thing he’s always on about. What is that? I see a Samurai guy on the cover, so I figure it’s probably some fighting game or something.
Whatever. Everyone knows you beat those games by just holding block and counterattacking a lot. I don’t know what the big deal is.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
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?
A look at the main Borderlands games. What works, what doesn't, and where the series can go from here.
The Opportunity Crunch
No, brutal, soul-sucking, marriage-destroying crunch mode in game development isn't a privilege or an opportunity. It's idiocy.
Charging More for a Worse Product
No, game prices don't "need" to go up. That's not how supply and demand works. Instead, the publishers need to be smarter about where they spend their money.