At fifteen minutes I was running my mouth and managed to mangle the point I was making. When you have one of those moments where you’re free to roam around and talk to everyone, the game doesn’t usually make you talk to everyone. You can often ignore people. That’s nice, although it’s not the same thing as all conversations being optional, which is kind of how I made it sound.
I made a fuss over the facial animation system, but it’s entirely possible that it’s only impressive because the art style is so… uh… stylized. The animations might not actually be better than a Bethesda / BioWare style face animation, but it looks better because it’s happening on a cartoon face and not on a photorealistic one. In any case, it really makes these conversations come to life.
Quakecon 2011 Keynote Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
MMO Population Problems
Computers keep getting more powerful. So why do the population caps for massively multiplayer games stay about the same?
Good to be the King?
Which would you rather be: A king in the middle ages, or a lower-income laborer in the 21st century?
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
This Game is Too Videogame-y
What's wrong with a game being "too videogameish"?