Month: November 2013
If you’re looking for my samples folder, it’s here.
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Writing Pandora
As we know, I was lucky enough to get to write a game, Pandora: First Contact. It launched last week and is doing relatively well, as I understand it. It’s unlikely this is its full audience either, given the parallel console nonsense. And, as I don’t want to steal Slitherine’s thunder I won’t go into…
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Crusader Kings II: wilful obscurantism as a design ethos
Another ancient article recovered from the corpse of Edge Online. It would have been sad for the Khazars to disappear again… There’s a scene in Groundhog Day where Phil Connors endlessly attempts to save the life of a homeless old duffer. In my games of Crusader Kings II, Isaac of the Khazars has a similarly deterministic…
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Embrace The Bounce
Another ancient article recovered from the permafrost atop the flame-raddled corpse of Edge Online. It’s 2002. The Thing, the game of one of my favourite films, is about to come out and I’ve just started working on a games magazine. I get the game code, load it and enter the world. It’s great! I’m in…
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On Pandora, Mars and making games.
There are these things we call games journalists – they’re funny creatures, all angst and acid, and they call themselves journalists, which these days has the connotation of news-discovery, which they rarely do, and truth-telling, which they mostly attempt, despite often having access to highly misleading sources. They also think of themselves as writers, because…
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The Martian Question: The Weight of Expectation under Martian Gravity, and Other Tales for Children
“You have to have Martians.” my girlfriend says. “People want to fight Martians! On Mars!”