Monthly Archives October 2006

Greg Costikyan on Process Intensity

Greg Costikyan has just posted a kick-ass blog entry on process intensity over at the Manifesto Games website. Process intensity is a key concept in game design, defined about nineteen years ago by Chris Crawford. Greg correctly points out (as Chris did before him) that the industry has been going for the low-hanging fruit for […]

The Holy Grails of Console Game Collecting

Whether you’re a real or wanna-be console game collector, or whether (like me) you dig the ‘Lucky Wander Boy’-esque vibe of the incredibly obscure video game, you might get a thrill out of the Holy Grails of Console Game Collecting by Racketboy. Some of these are gems of obscurity, just waiting to be glimpsed in […]

The problem with ‘casual’

Robin Hunicke and Jane Pinckard both went to the IGDA San Francisco chapter meeting, where people from Telltale Games and Ubisoft held a speech on the CSI games. They both comment on the use and misuse of the ‘casual’ label for games and gamers.

This Is Waiting is a site expressing the displeasure of European gamers about the PS3 in general, and it’s late arrival in Europe in particular, using pictures, some of which are amusing. (Not unlike UK Resistance’s Sony Lie Watch.) Right now, it sure looks like Microsoft and Nintendo are doing well in the console wars compared to […]

Improving game production

I am closing some tabs. Way back in… ooo The Escapist doesn’t seem to date their issues… let’s say April or so, Jason Della Rocca wrote an article for The Escapist called Friction Costs. Basically, he argues that immature production practices and poor quality of life are hurting the industry. Jamie Fristrom, who has managed […]

Obscure WoW joke

Hilarious. (Thanks, G.)

Robert Anton Wilson needs our help

Robert Anton Wilson needs our help. I am a big, big fan of Robert Anton Wilson. I cannot really explain here in a finite blog post why, or what he has done – suffice to say I have a lot of his books and they changed my world view. If you don’t know who he […]

H.P. Lovecraft explained

He was also frightened of invertebrates, marine life in general, temperatures below freezing, fat people, people of other races, race-mixing, slums, percussion instruments, caves, cellars, old age, great expanses of time, monumental architecture, non-Euclidean geometry, deserts, oceans, rats, dogs, the New England countryside, New York City, fungi and molds, viscous substances, medical experiments, dreams, brittle […]

On Polishing

(This post was split off from a previous post on Rob Pardo’s keynote at the Austin Game Conference.) I’m intrigued by Mr. Pardo’s remarks about polishing: Finally Pardo discussed the famous Blizzard polish and dispelled a misconception about the way it works. “There’s this big assumption with polish that it’s something you do at the […]

Wired Magazine artifact from the future

Funny. And game-related.