That’s not a quote so much as a summary. I underestimated the intensity of the fanboy backlash I’d get for daring to suggest that WoWcraft might not be a flawlessly executed source of boundless, radiant joy. It’s a fantastic game, but it’s a game with easily observable annoyances, and no amount of e.e. cummings styled flailing at the keyboard will change that.
The WoW posts have drawn in a fresh surge of fanboys who will brook no insolence from “n00bs” who mistake this life-substitute for something so pedestrian as mere entertainment. I can only imagine the coming indignation and rage there will be when I get around to jamming this game into a comic strip.
A number of comments (here, and on other sites) complained that my suggestions would make the game “too easy”. To claim this is to miss the point the point by distances that only a stellar cartographer could appreciate. Like, if that one Mexican restaurant got an exterminator so as to stop inadvertently serving cockroaches in their meals, would you complain because you are now getting less food? “Harder” gameplay should never be mistaken for “deeper” gameplay, and in fact all too often the former is used to conceal the lack of the latter.
No, we are not even remotely done talking about this game.
The Best of 2017
My picks for what was important, awesome, or worth talking about in 2017.
A Lack of Vision and Leadership
People fault EA for being greedy, but their real sin is just how terrible they are at it.
Even allegedly smart people can make life-changing blunders that seem very, very obvious in retrospect.
Best. Plot Twist. Ever.
Few people remember BioWare's Jade Empire, but it had a unique setting and a really well-executed plot twist.
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?