Jan 20 2010
Catching up (in lieu of better titles)
You read (well, a lot of you did) the ever-inflammatory "Why Your Game Idea Sucks" -- joining it in controversy is "Riot Grrrls Wanted", which I will have more to say about later -- much more, once I shake off this blog rust, but for now will just say it's very peculiar how threatened boy gamers are when you say women should be making more games. A bit before that, the slightly less controversial "Ditching the V-Word", discussing why the word 'virtual' is dead and should be stomped on until it stops moving. Today, the (I think) entirely non-controversial but hopefully equally (or more) interesting "When the Stars Align", a piece on the development of the completely fascinating 1986 multi-platform Starflight -- Greg's first game. One of the many reasons I took this job was the opportunity to learn from, I now feel confident in saying, one of the most unique and excellent game designers alive today, and in studying his work (in order to understand his design aesthetic better so as to be better at my job as well as learn) I discovered how shockingly underappreciated and under-remembered Starflight is. So this is my attempt to share a small piece of what I'm fortunate to have access to.
In fiction: the good folk at Electric Velocipede were kind enough to select "Darkest Amber" for this issue's web fiction, so take a gander while you can. This story was the product of a writing challenge from
In poetry: I am told that "Oneness" will be appearing in the latest Not One of Us special collection, called Hidden. It is yay.
...I think those are all the updates. At least the topline, anyway. I do not promise to bring no IGDA/Rockstar troublemaking over here, all things considered, though I expect the flurry to remain mostly on Gamasutra. And this is assuming I don't think better of my rather aggressive current opinion.
Hope that you all are doing well!


