Category Archives: My Articles

Catch-Up Catch-Up

Agh, well! I’ve done that thing again where I don’t update my blog, and now so much has happened that I keep putting off the doubless-endless update until the ghostly thing gets larger and larger. Unfortunately, the cure for this is for me to just give you a list of links in case you missed anything I’ve written in the whirlwind that my last few weeks have been.

Thank you for everything! In not any particular order:
I just got back from Copenhagen, where I had a fascinating studio tour thanks to Reto-Moto. I don’t usually get to go this in-depth with developers at work.
The Atlantic profile of Jon Blow caused a big stir, and here’s my response to why focusing on personalities and creators in games seems to compel “outsiders” so much.
I appear on the Just Talking podcast, where I’m interviewed about my career, including how I’ve handled some things I’ve not really been asked about before.
In a media sea of “Girls Shows” and increasingly vocal empowerment rally cries, I write about how I still feel bad sometimes. Was very comforted by the tide of empathy from others who feel the same.
Many designers (an artists of all kinds) know that constraint is good for all kinds of creativity, but there’s a new wave of game makers demonstrating a new take on this idea.
In our monthly “Ask Gamasutra” feature, the Gamasutra staff and I share what we do and don’t like about the press releases we get from PR folks.
Another one of my monthly Edge columns has come up online; this one’s about my frustration with the binary perception gulf between “game writers” and “game designers.”
I spoke to Kellee Santiago when she left thatgamecompany. I also spoke to Robin Hunicke on her own exit, as she joins her friend Keita Takahashi at Glitch maker Tiny Speck. Wish great luck to them both.
I also talked to Suda51 about Lollipop Chainsaw and the things he wants to do in the new media landscape. Big fan of his.
Here’s Anna Anthropy on her new book, Rise of the Videogame Zinesters, and her new game, dys4ia.
I think that’s it, probably, maybe? Lord, I dunno. Sorry. Lots going on.

Is It Summer Yet

Well, I survived GDC, and we wrote unholy tons of great talk coverage from smart, exciting developers! I was on the One Life Left radio show with famous people one night!! I did a lot of work, but some of my fave experiences real quick: This Alone in the Dark postmortem, a touching talk from Double Fine’s Nathan Martz on lessons in Once Upon A Monster‘s design, and the always-brilliant Richard Lemarchand on why designers should think more about the science of attention than about the unhelpfully-vague “immersion” concept.

We all want so much from games that it’s sometimes easy to get frustrated, or misdirected (a recent Edge column I wrote about my frustration with the “games as storytelling medium” conversation is online today). But GDC always revitalizes my enthusiasm for games, the people that make them and the ideas that some of our best minds are always brewing. Incidentally, I weighed in pretty extensively on the “storytelling medium” thing in last month’s “Ask Gamasutra” feature.
I returned back to New York from San Francisco with a terrible fever that took me out of commission for nearly a week, and I’m scrambling to get back to life now. Speaking of revitalizing my enthusiasm, play Journey. Play Journey. There is nothing in the world for me like games made by people who want to create and who are doing it because they care. If you don’t have a PS3, sell a relative’s organs and buy one (or borrow one from someone, at least).

Happy New Year!

Happy new year, everyone! Hope you’ve all had a good holiday. I spent several solid days being drunk and playing Skyward Sword, which I hadn’t gotten to until now. I suppose I’ll have some kind of formalized “thoughts” or whatnot on it soon, but for now I’ve gotta focus on catching up from some prolonged nightmare flu and an intense holiday period.

I wrote about the peculiar comfort in being ill over at Thought Catalog, plus the uncommonly silent limbo of spending a holiday in New York City if you’re not particularly Christmas-oriented.

Okay, so one article about being sick, one article about a holiday, and here, one sort-of serious satire about my struggles to get my work done on time and well. Believe it or not, there were some people out there who thought this piece was real advice. I disclaim all liability for what will happen to you if you’re that oblique!

Right, but somehow I still did get some stuff done: An editorial on Skyrim. All right, trolls: I think Skyrim is completely rubbish. I have no interest in playing it any more. I have no idea who designed the combat system, looked at that swordplay and went “HEY IT WORKS IT’S PERFECT.” Like, really? The game also combines a lot of things I’m just not interested in: high fantasy setting, open world, and loads of lore.

However (who am I kidding, half of you will not read the ‘however’ and have already begun typing me nerd rage death threats) — HOWEVER, I totally get why people love it. Totally get it; I wrote a bit about that at Gamasutra.

People like feeling like they’re an influential part of something larger than themselves; they like games that give them things to explore and share together. That’s the principle with which Jesse Schell is working with his company’s new Puzzle Clubhouse, an intriguing new idea for crowdsourced game design. Check the interview.

And it wouldn’t be a new year at Gamasutra without our usual exhaustive year-end roundups; I contributed Top 5 Controversies a bit ago, and now I add Top 5 Surprises.

As usual we round up all our year-end material — including our overall top ten games — into one big feature for your reading pleasure. This year, our individual contributions to the game of the year list were bylined, so you’ll be able to see which titles I vouched the hardest for. Give it a read!

Lots of you have asked what I think of the big changes going down at Kotaku. I’ve worked with the staff there for some years, including both Brian and Joel, and I wish them tons of the best in their new endeavors, Brian in particular after years of service to — come on, face it — our space’s most relevant consumer gaming site.

But I’m also incredibly thrilled to see what Stephen and the new guard (including my real good bro Kirk Hamilton) will accomplish over at the big K. Stephen in particular is a fantastic editor who’s done a lot for me, and I think his role as Kotaku EIC spells amazing things.

For those that mailed/IMed/Tweeted whatever, as far as I know I’ll continue my monthly column as normal, as I’ve done for I think nearly three years now!

Love On The Battlefield

The big lie of war in video games is that it’s something you can win. — Robert Yang

This week, my Metal Gear Solid retrospective heads to Kotaku for a second. When I found myself thinking over the things I love most about the series, it’s that one director’s vision is clearly expressing itself with very personal correlation points in his games.

That thought process led me to feel quite strongly I’d prefer for sentimental reasons for there to be no MGS5, or at least for Hideo Kojima to at last get his apparent wish not to be heavily involved. Read all about it here. Surprisingly the biggest trigger of nerd rage for this particular column was my offhanded claim that I’m ‘pretty much the biggest Metal Gear Solid fan there is.’ How dare I!
Changing gears a little, I’ve done a new editorial at Gamasutra about the changing shape of the social gaming space, and why so many core developers are capitalizing on new opportunities there. Whether or not you play or make them I’d appreciate you giving it a read, because I think there are a lot of prejudices (some admittedly earned, and yet) and misinformation about the social sector out there.
I’m also excited to go to Toronto this week. I have the honor of giving the keynote for TIFF Bell Lightbox’s women in film, games and new media day. I have never been to Toronto (or anywhere in Canada, for that matter), but I know enough awesome folks there that I fully expect to love it. And Mathew Kumar has promised to take me for poutine so I’m completely thrilled. Expect coverage and thoughts on the experience in the coming days.
One of the things I love about MGS, besides the stealth gameplay, is its nuanced examination of what war means to different people. In that vein, here’s an editorial I highly recommend. I’ve written a lot about how “realistic” war games make me kind of uneasy. Mostly I just find them spiritually off-putting, aside from the fact I just don’t really enjoy playing first-person shooters as a matter of taste. I don’t consider myself particularly pacifistic, even; I just find the relationship between war games and the reality of our modern climate a little bit uncomfortable for reasons I struggle to articulate sometimes (see my piece from last year, ‘Who Cheers For War?’)
And I struggle to articulate the reason because every time I try, a legion of enraged young men rises up to tell me to shut up and get back in the kitchen, which in itself is disturbing. Anything for which maladjusted people are tempted to scream at the top of their lungs in defense would appear to have a red flag upon it, I think.

PRACTICE Makes Perfect

I had a whole Silent Hill tribute post planned for Halloween, but I’ve been too busy. I went to GDC Online with Gamasutra — and I also spoke at the Game Narrative Summit with friends Chris Dahlen, Kirk Hamilton, N’Gai Croal, John Davison and Ben Fritz (Kirk wrote about our panel and shared his slides).
Right back from GDC Online, I had my gigantic 1990s-themed birthday party (feat. Ava Luna, Radical Dads, EULA, Ovlov and Casiorossi, check ‘em!) Then it was CMJ week, and then the Halloween parties began.
I went as Laura Palmer — what about you? Also over this past weekend was the fascinating inaugural PRACTICE game design conference at New York University’s Game Center. Eric Zimmerman and Frank Lantz explain what it’s all about here, and I attended some great talks as well!
PopCap’s Scott Jon Siegel spoke about the need for more prototyping specifically in the arena of social games. In a recent column of mine that EDGE published (in the print edition; it won’t be online until later), I compared the design methods used by popular Zynga games — and the player behavior they incite — to the methodology of drug pushers and the behavior of the addicted. I also wrote not too long ago about how disappointed I was to see some of these methodologies adopted by The Sims Social.
Scott told me on Twitter he was disappointed that folks like me seem to be throwing out his entire industry with the bathwater, but while I’ve gone after specific examples, design forms and business models with my fists up, I actually do believe there’s potential to do special things with this new frontier and don’t wish to dismiss that.
Last week I talked to online game veteran Raph Koster, who said that while he feels a sense of loss as games evolve into the social mainstream, he’s also excited by the unprecedented opportunity to reach so many people with our love for games. I share Raph’s feeling of loss, but I also share his enthusiasm for the possibilities the social space can doubtless attain when the right people are working in it for the right reasons.
Long story short, Scott Jon Siegel is one of those good guys, and he believes that more prototyping — the experimental rapid sort that is core to process in traditional design — can help address a lot of the risk aversion and idea-cloning that slows genre emergence and innovation in the social space, and that’s a great idea!
Speaking of game design, Harmonix’s Matt Boch took us inside Dance Central‘s prototyping process. The part I wish I’d written down verbatim was when he mentioned the way the game doesn’t legislate gender in dance performance (“gender is performance,” he said), and showed a video of how a man and a woman could interpret the same feminine, sexy song in their own ways and still succeed in the game.
In other good talks, we had Steve Gaynor on how the design of progression gates can lead to both better storytelling and more interesting use of space, and there was a fascinating, rapid-fire debate among Manveer Heir, Chris Hecker and Nick Fortugno about the extent to which the ability to program is — or isn’t — essential to the game designer’s role.
PRACTICE was such a good time, and is heartening evidence of the fact that we’re starting to collect a cohesive, diverse and wonderful game design hub in New York City! I mean, look at this awesome segment on games as art that was shot by PBS — everyone in it is a New Yorker (I’m in it, too)!
Kotaku’s Stephen Totilo was also at PRACTICE, and he wrote about the surprising and interesting discussion that emerged when Seth Killian and Arturo Sanchez were asked about sexism in the Street Fighter community.
I also wrote about sexism at Kotaku today, but I’m going to save the discussion for its own post. Stay tuned!

Live From Hurricane Irene



Hi everybody — sadly, I’m not at PAX like EVERY SINGLE ONE OF MY GAMING FRIENDS. I’m coming to you live from a “Zone B Hurricane Bunker” at the border of Bushwick, Brooklyn. The picture you see above you depicts the eerie cast the sky here had yesterday evening, before the inclement weather descended.

…Not an actual bunker. I’m just at home at 3:40 AM watching all-night Irene reports with my cats, Zelda and Yorda. I only had enough duct tape for one window, so I’m going to try not to exhaust my flashlight battery by using the light to play with the cats, who seem entirely unconcerned.
Actually, there’s not much to be concerned about just yet; so far there’s just been an intense amount of rain, since the brunt of the hurricane won’t hit for a few more hours yet. I’m pretty safe where I am, but I’m kind of a disaster fetishist — check out my Thought Catalog piece on thoughts about the hurricane.
Since the last time I’ve updated, kind of a lot has happened; I went to MA to visit some video game developers (and my parents!), so here’s interview 1, 2 and 3 from my trip to Irrational. The main reason I went to MA will soon be unveiled!
I’ve done a couple of editorials at Gamasutra, too. I’m ambivalent in the truest sense of the word about the extent to which I’ve been sucked into Facebook games. Initially I meant to do some research for my monthly Edge column — by the way, the current print issue features a piece I wrote on what I perceive to be a disconnect between games critics and the average players, and thanks to those of you who’ve shot some feedback my way on Twitter about that.
But anyway, yeah, I decided to play some Facebook games, and gradually my wall and my notifications list are being overtaken by game spam. It’s driving me crazy, and yet I’m still logging into the stupid things every day. I had thought The Sims Social might be a little different, or a little smarter, but it’s kind of the worst offender yet. You can read my Gamasutra analysis for details.
If you are of an industry mind, I’ve got a couple of things for you: Fellow Gamasutra editor-at-large Chris Morris feels the “revolving door”, in his words, of executives at Atari is concerning, and I spoke to the company’s latest mobile and digital executive hires about their hopes for the future of the venerated brand. Second, what’s former Microsoft Games Studios VP Shane Kim doing these days? You got questions, I got answers!
Some of y’all might be playing Deus Ex: Human Revolution, but of my favorite things I’m doing these days is continuing my letter series with my pal Kirk Hamilton (fairly-newly of Kotaku staff!) about the original Deus Ex. I assume all core PC gamers will have a coronary when I say my persistent impression of it is “eh, it’s not Metal Gear Solid.” But if you pay even a little attention to this blog, you know I’m almost irrationally fangirlish in regards to MGS, so hopefully you can forgive me.
More seriously, I get why everyone loved Deus Ex so much. It’s so, so smart, and I’m having a lot of fun with it. If you aren’t up-ons, please enjoy The Deus Ex letters part one, two and three.
When Kirk and I did The FF7 Letters at Paste, one of the conclusions at which we mutually arrived is that sometimes stylization is more immersive than what’s passing for “realism” these days. Now that it’s au courant to do remakes, HD re-releases and the like of beloved games, I’ve thought about how pushing for lifelike graphics and “realism” can actually make some games ultimately alienating because they don’t age well.
If you happen to be a NYLON Guys subscriber, or to see one on the newsstand, please take a look — I edit the games section, and have kinda quietly been doing so for the better part of 2011. I just finished assembling NYLON Guys’ October/November issue. Uh… did you realize how many major, major games are coming out around then? Here’s a fun game: Count how many of them are third in their series.
I went to Capcom’s Fight Club in New York, where I hung with Hip Hop Gamer and saw ladies dressed as Phoenix and Felicia. Vs. Tekken plays so, so well, for someone like me who’s hardly hardcore about fighters. People take fighting games quite seriously, you realize. There was a line around the block to attend the event; a pair of limo drivers on the next corner asked me what all of those men were waiting for. Because it was in the Chelsea neighborhood, they thought it was a gay lifestyle event and approached me to find out what a woman could possibly be doing there. Wince.
Next week, I’ll be at Call of Duty XP. I’ve never been to such a large-scale event around a single franchise. It should be exciting. Shout out if you’re going too, and say hi if you see me! You know the world of the FPS isn’t my natural habitat, so I’ve no idea what to expect.
You can imagine I’m a little tired. I’m half-hoping the power goes out this weekend so I can tell everybody I owe Monday deadlines to that I simply couldn’t. Maybe I shouldn’t say that in public. Oops.

Finally, thanks to Allan Offal for making an MP3 of DBZ’s Launch saying “WELL HELLO“, as I’d hoped someone would in my last post.

[Today’s Good Song: ‘Marquee Moon,’ Television (my fave storm jam!)]

WELL HELLO!



Had this boyfriend once I lived with who played a concerning number of Dragonball Z video games — you know, the hybrid fighting/RPG ones. I mean, not that I didn’t watch them. Like, a lot, to where whenever I am writing a new blog post, or whenever I’m talking to folks I haven’t seen in a long time, I have this urge to go, ‘WELL HELLO!’ in the voice of Launch.

She was running the shop in one of those games… I think it was Budokai Tenkaichi 3… or maybe it was like, some equipment upgrade station… dang man, I dunno. But when you went in she was all WELL HELLO, and so, yeah. Cred points if any commenters can find a clip of that voice audio for me.
(UPDATE: Here is is! Thank you, OffalAl, for making this for us!)
So. Well, hello — sorry I’ve been MIA from SVGL a little bit, but I’ve taken on some longer-term articles (which, like fruit, will bear slowly, stay tuned!) and had my hands full, and when I’m not doing that, I’ve been traveling. I’m coming to you live from midnight on Cape Cod, where my parents live.
I was raised here in MA, where summer meant Atlantic Ocean, the cold salted stone that borders it, and all of the shellfish that were dashed on its shores. This time of year, I love to visit whenever I’ve got time; this weekend we visited the Edward Gorey House, swam on a private beach in Yarmouth, ate lobster (favorite food, if I had to pick) — working vacation, I suppose.
Personal junk aside, the last time we talked, I had been getting ready to stage the Bad Bitches exhibit’s opening at Babycastles’ Williamsburg locale, and I am happy to report it went lovely. Motherboard covered the proceedings here, and at Kotaku this month, I used my column to address some of the response to the exhibit and, loosely, the reasons I wanted to stage it.
Related to challenging norms, Brandon Sheffield talks to BioWare Montreal’s Manveer Heir (friend of mine; I’m sometimes called “Womanveer”) about diversity in game characters, I talk to Metanet’s brilliant Mare Sheppard about Toronto’s Difference Engine Initiative, and interview Starhawk‘s senior producer at Sony on inclusiveness.
Finally, my bro Kirk Hamilton (who works at Big K now, whoa) writes on the “Mass Effect beauty pageant” that took place to much controversy on Facebook. As a mixed race woman with pretty non-traditional features I can identify with folks who are tired of media ideals that don’t look like them, but how I feel about Blonde FemShep is two things: One, lovely blonde women have probably had enough of being told they can’t possibly be smart or admirable, so piss off; and two, please stop saying “FemShep.” It drives me crazy.
Or, like, I guess, go ahead. I’m pretty not-into Mass Effect, so you guys have fun. I presume most of you guys like Mass Effect for the same reasons I like Twilight: trope-heavy pair bonding in the environment of beloved fantasy cliches where it’s fun to laugh at yourself, or, at the very least, to laugh at yourself while secretly being kind of serious about it. Pair bonding is quintessential. I wrote about it here.
Preceding article has nothing to do with video games, bee-tee-dubs. You know how important I think it is that we enjoy things that have nothing to do with video games. Like music! So if you’re on Spotify, please add this 1990S MUSIC PLAYLIST, entitled “liquid television,” an enormous 11-hour trip back to an era when flannel wasn’t ironic. You’re welcome.
[Today’s Good Song: Broken Water, ‘Peripheral Star‘]

Sup Ladies

The feature on female protagonists I wrote for OXM is now online, featuring thoughts from Hideki Kamiya, Valve’s Erik Wolpaw, Crystal Dynamics’ Darrell Gallagher and BioWare’s Mac Walters. In it, I aimed to take the standard wisdom about how to make good female characters from “cover their boobs and make them admirable” to “let female protagonists be people above all.” Okay, so it’s a bit more complex than that, but the industry folk I spoke to for the piece had some pretty interesting thoughts, and I’d be psyched for you to give it a read.

Also online is video of the Jesse Schell talk I told you about recently — have a look if you get a sec. Finally, I also recently published an analysis on the state of games for social good, with a list of the Games For Change Festival winning games.

Please Keep Being Stupid

I’ve decided something: In some games, I want the voice acting to be bad, I want the environments to be listlessly unbelievable, and I want all the characters to be two-dimensional, stupid and annoying. Just let them stay that way, please.

Nope, not going crazy. First of all, in my latest Kotaku feature, I explain how the wildly fantastic Infamous 2 helped me loosen up a little and learn to be the bad guy.
I’ve always been kind of uncomfortable with pointless violence in video games. Not because I think it makes people violent, or because I think it’s immoral, or because I think it’s “making a statement” of any kind on the real world. It’s just because, when I think of all of the possibilities in interactive entertainment, and the incredible things we can do with games — it’s a way to play, something fundamental to human nature, that can’t be emulated in any other medium — it’s always just kind of seemed weird to me that all we want to do is shoot things. Shoot people.
In that context, the content out there and the way some people play often perplexes me, even occasionally grosses me out. I feel uncomfortable with games that look too much like real war, for example. I dislike that developers sometimes utilize sensitive real-world imagery or events to create “impact” for their shallow, repetitive, cheez-ball cover shooters. Like, if you’re going to leverage real horrific imagery, real suffering, at least do something creative with it.
Right now, though, for once, I am wrecking the shit out of New Marais. I am a little bummed at how far my Serious-Critic thinking cap has taken me from that kind of pure, mindless joy that can keep you playing video games for hours.
These days, when I write, I feel responsible for encouraging people to ask for more than what we’ve got, to create more than what there is. But I used to love that pure chaos, the freedom to wreak havok. Loved it about Grand Theft Auto games, too, far more than the ponderous storylines or the missions, most of which I would avoid or let someone else play for me. Until the fourth one. It took itself too seriously.
Then it kind of hit me. In order for unadulterated destruction and killing sprees in games to be fun, it has to be funny.
Its context must be so absurd that you can’t possibly take it seriously even if you’re trying. In Vice City, I, advocate of respect for women in games, passionate evangelist for games as more-than-toys, blah blah blah, was “that player” — yes, the one who would beat up a prostitute to get my money back, as the old adage goes. I mean, I literally did that.
Because Vice City was flipping hilarious. It was a perfect illustration of absurdist Miami excess, an excellent satire of what was “cool” in the 1980s, and its humor was, very wisely, an indictment of an entire culture and era.
I mean, do I feel awesome explaining to my non-gamer friends about how I had fun running over everyone whose outfit I thought was too tacky? Is that what I want them to think of when they think of video games? Probably not, because they would then glaze over in the middle of my “satire… indictment… so canny” whatever apologia that I break out whenever I talk about GTA.
And I would be bummed if every game were like that. But Infamous 2 — granted, much less crude and overt in its opportunities for violence than GTA — is reminding me that it’s okay if some games are just there to pretty much let me explode buildings and cars and people and whatever.
Infamous 2 is not a smart game. I have been playing it every free minute I get for the past four days, and I’ve done a ton of missions and I still don’t really know what the plot is. Something something Ray Spheres, powers, this lady, a different lady, science, powers, a guy named Bertrand, powers and powers, that’s about all I got. Cole McGrath is such a douchey cliche that he has to be less annoying as a bad guy than as Mr. Hero Helperton. The voice acting makes me climb the walls (although I do go for that gravelly-type voice Cole has).
The citizens of New Marais dodder around awkwardly like weird little scarecrows, wandering into one another and into firefights; I’m in the center of town throwing vehicles at some giant monster and the cars continue driving around, beeping at me because I’m standing in their way. They say stupid things, or sometimes they just run around in screaming hysterics.
But the game world — you know, the things I need to climb on and jump off of — is beautifully made. The game feels brilliant. All the important stuff is perfect, and everything else should stay just the way it is. Because if it were less funny and more real, maybe I wouldn’t feel so awesome about ripping it all apart.
Now if you’ll excuse me, I’m going back to massacring as many civilians as possible to evolve my rank from “Outlaw” to “Infamous.” I mean, that’s what the game is called, so it seems like that’s what I ought to do.

Insular Illumination


Horrible insomnia last night; zero sleep. 9:00 AM this morning found me Netflix-ing The Secret of Kells, a very lovely animated film which I hoped would soothing enough to assuage that awful eye-aching, chest-knit agony that sets in when you’ve been without rest too long and can’t find any in the face of exhaustion.

It was! Really enjoyed it. The star is the animation and the visual technique, but the music was lovely too, and I was impressed that despite the fact it’s a story of a religious book, it avoided being messagey. It was so pretty I didn’t mind it being plot-light; would love to see the same animators do another film with more story substance, as the storytelling was mature and nuanced. I recommend it!
The main theme of the film is the idea that a beautiful book has the power to bring peace. In happy synchronicity, Jesse Schell’s fantastic closing keynote of the 2011 Games For Change event today also focused on the idea that communications media — especially games — have enormous power to affect behavior and bring peace and world change. It was a very moving talk; you can check out my writeup on Gamasutra right now, although I advise you to keep an eye on the Games For Change video library; I’m hoping they put video of Schell’s talk online so that you can watch it yourself.
Also new: longstanding and much-beloved online zine Insert Credit has relaunched! I read Insert Credit before I was old enough to drink, and that’s where I first heard of a dude named Brandon Sheffield, never knowing at the time that he’d be a coworker of mine nearly a decade later. It’s with great pleasure I accepted his invitation to me to contribute here and there from time to time.
For starters I join all the staff in contributing this piece as part of a huge manifesto-of-sorts on the state of games journalism. It’s not a topic I actually like talking about too much — don’t talk about making it better, just do it, is sorta how I roll — but in this case, I felt I had some new thoughts to contribute, since it’s been a while since I addressed it.
Finally, allow me to take a pause on all this positivity to direct your attention to my latest Thought Catalog piece, where I had a little time to try to talk “sense” into those dudes who are always complaining that girls don’t like them because they are “too nice.” LOGICAL FALLACY.