Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

How I analyze a game

 Posted by (Visited 35960 times)  Game talk  Tagged with: , ,
Jan 062014
 

The first thing I do is set aside my experience. It is only mildly useful, a single data point, when everyone’s experience is subjective. Oh, I’d like to think it is in some ways more valuable than that of a typical player. After all, I have a very specific set of experiences to bring to bear. But in practice, it probably makes my subjective experience well-informed, but therefore less than helpful.

Looking at the experience is like seeing the top of a mountain without knowing about tectonic plates.

Looking at the experience is like seeing the top of a mountain without knowing about tectonic plates. I use that analogy because the typical analogy is that of seeing only the tip of an iceberg. But an iceberg is substantially similar above and below the ground. Sure, there is a lot hidden under the waterline, but it’s not different in nature. When we look around the world, Continental-continental_convergence_Fig21contcontwhat we see, what we experience, is powerfully shaped by things that we do not see. Without understanding fault lines, volcanic activity, and all the rest, we won’t come to understand why a chain of mountains is where it is, and why it takes one form versus another.

That’s why I start with the stuff “under” the experience. Mechanics, inputs and processes, rules and tokens and actions. I strip away the surface until Gone Home is a game about flipping over cards on a desk to see what is underneath them. Papers, Please is a Spot-The-Difference game. The Stanley Parable is a choose-your-own-adventure where some of the options are written in invisible ink. Continue reading »

Self-promotion for game developers

 Posted by (Visited 12549 times)  Game talk
Jan 022014
 

I’m writing this for Mattie Brice, who was just listed as one of Polygon’s 50 game newsmakers of the year.

Sometimes the universe does drop your dreams and heartfelt desires in your lap. But usually you have to at least say please, and most of the time you have to fight for them.

We had a brief Twitter exchange after I offered congratulations, in which she mentioned that she didn’t know she could put this on a CV, and that she “know[s] nothing of self-promotion.” I have certainly never been accused of that, so this is a rehash of stuff I have written elsewhere and elsewhen.

To be clear, this post is not about marketing your games. It is about marketing yourself, and not even that, but about finding your professional place within the industry.

Why self-promote?

The fact is that the world is a) crowded and full of distractions b) competitive and full of other people who do what you do. Getting noticed is hard. Staying noticed is also hard. You can be utterly amazing and people can simply not know. You can be utterly amazing and people can simply forget. The result, simply put, is that without self-promotion you won’t get to do all the things you want to do. Yes, sometimes the universe does drop your dreams and heartfelt desires in your lap. But usually you have to at least say please, and most of the time you have to fight for them. Continue reading »

Year in Review

 Posted by (Visited 8235 times)  Game talk
Dec 312013
 

CASlide6I didn’t write that much on the blog this year. It has had the lowest traffic in years, as a result. I only know this because I actually bothered to go look at the stats, for the first time in ages. I used to track this stuff every month, adding it into a big spreadsheet, so I could keep track of what people wanted to read about. Of course, I was also spending an hour a day or more writing stuff here, back then.

With the big blog revamp, it occurred to me to do an oldschool “this is what happened on the blog this year” post like I used to. So… here we go:

The most popular posts I wrote this year:

  1. On getting criticism:
    A post I wrote about how to deal with inbound criticism of your work. This was the most read thing on the site all year, and has popped up in all sorts of incongruous places; I’ve found it reprinted in Reddits about fitness or about stand-up comedy, in countless game forums, and on websites for self-published writers, artists, and so on. Continue reading »

Imaginary Realities is back!

 Posted by (Visited 6896 times)  Game talk  Tagged with: , ,
Dec 172013
 

And here’s the link to Imaginary Realities vol 5 issue 1!

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For those who don’t know, Imaginary Realities is the mud-related journal originally published by David Bennett. It disappeared way back in 2001, but Richard Tew has resurrected it. I’ve already glanced through the first new set of articles, and there’s some interesting stuff there for both MUD devs and non-mudders, I think.

All the original issues are mirrored, so if you want to look at the stuff that ran from ’98 to ’01, it’s there too!

 

Touring the print edition of Theory of Fun

 Posted by (Visited 10958 times)  Game talk, Writing  Tagged with:
Dec 052013
 

The print edition is out! Yay! Hopefully I get author’s copies tomorrow.

In celebration, I thought I’d share some images of what it looks like now. I really couldn’t be happier with how it turned out. All glossy and hefty, it feels very substantial and classy. And I have trouble going back to look at the black and white now, having grown used to color everywhere. Read on for some before-and-afters on the imagery, some looks at the text additions, and how I tackled the issue of revising away some of the sexism in the cartoons!

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The first thing, of course, is the layout. Yes, it’s in a portrait layout now, instead of the horizontal format. Not only will it fit better on shelves, but it also means that the book shouldn’t fall out of stock as much, because we selected this layout because we can  use Print On Demand to constantly keep hard copies available. Before, copies had to be manually ordered.

Ironically, the actual size of the book is almost exactly the same. The new edition is actually just slightly larger.

Continue reading »