Nothing adds excitement to a campaign like hours of detailing room dimensions and doorway placements. Remember, if you can’t keep them engaged, you can at least keep them busy. Well, one of them, anyway.
(As an aside, in our campaigns we use a a dry-erase board for this sort of thing.)
Crysis 2 has basically the same plot as Half-Life 2. So why is one a classic and the other simply obnoxious and tiresome?
Project Button Masher
I teach myself music composition by imitating the style of various videogame soundtracks. How did it turn out? Listen for yourself.
The Plot-Driven Door
You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.
The true story of three strange days in 1989, when the last months of my adolescence ran out and the first few sparks of adulthood appeared.
Quakecon Keynote 2013 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.