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.
Category Archives: My Articles
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.
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
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.
PRACTICE Makes Perfect
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.
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.
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.
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.
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.
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.
