If you’re one of the dozens and dozens of people who has contacted me recently, then I beg your indulgence a bit longer. The procedural city project captured a lot of attention. It wound up on Rock, Paper, Shotgun, Kotaku, Flowing Data, BoingBoing, a cross-section of various blogs, and even Digg. (Although true to form, Digg managed to scorn the original link to my site and then embrace one to a different site, days later. (Someone sent me an email explaining the malfunctions and social gaming going on behind the scenes at Digg, but that rant will have to wait for another post.) Still, this follows Digg’s usual pattern of picking up on news that is both late and wrong, and then acting as a spawning pool for a “discussion” that would be too stupid for YouTube.)
This surge of attention brought in a flood of project invites, feature requests, programming suggestions, bug reports, criticisms, business proposals, code snippets, collaboration proposals, and fan mail. As an example: I have requests from three different indie bands who want to use footage of the city builder in their music video / stage performance.
Keeping up with my day job, the Pixel City stuff, my column at the Escapist, my webcomic, and this website proved to be too much. Managing a large slate of projects is a lot like juggling: If you drop one, you’re probably going to drop them all. I dropped everything for a bit this weekend and went for 48 hours straight not producing anything for anyone. And it was awesome.
I’m going to idle along for a couple more days, meeting my business obligations (day job, Escapist) and let everything else slide for a bit longer. Better this than burnout.
Anyway, if you’re waiting for me to get back to you, I apologize for the delay. It’s in the queue.
The Disappointment Engine
No Man's Sky is a game seemingly engineered to create a cycle of anticipation and disappointment.
Silent Hill Origins
Here is a long look at a game that tries to live up to a big legacy and fails hilariously.
PC Gaming Golden Age
It's not a legend. It was real. There was a time before DLC. Before DRM. Before crappy ports. It was glorious.
What did web browsers look like 20 years ago, and what kind of crazy features did they have?
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.