Category: Videogames
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How I Learned To Stop Complaining and Love Conventions
Positive impressions of my first Game Developers Conference in about a decade.
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Myths of Videogame Storytelling
A recap of all my posts so far on the subject of storytelling in videogames.
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But our pistil is in another castle!
The game “Flower” for the PlayStation 3 is short, simple, and masterfully done.
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Feedback Loop
Previously on Spectre Collie, I snapped my tether and responded to a critique of games I worked on. The claim was that adventure games are bad at giving feedback to the player, partly because it’s impossible for the game to know what the player’s thinking. I agreed that adventure games are usually lousy at giving…
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Short-term Nostalgia
A few weeks ago, I was at a party, doing what I usually do at parties — looking for a way to work the Sam & Max games into the conversation. Talk turned to Adobe After Effects and all the cool stuff the kids can do with video editing, and I mentioned the “Behind the…
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8-Bit is Enough
8-Bit Is Enough is the senses-shattering season finale for Strong Bad’s Cool Game for Attractive People, and it’s out right now! On WiiWare and for PC from the Telltale site! What the hell are you doing still reading this, instead of buying it and playing it?!? This one was a metric ton of work by…
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Your Eyes are Getting Very, Very Heavy…
I forgot to mention: last week my friend Jake invited me to be a special guest villain on the Idle Thumbs podcast (direct iTunes Store link to the one I’m on), which he runs along with Chris Remo of Gamasutra and Nick Breckon of Shacknews. I’m told that the gang frequently gets together to talk…
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Feedback’s a bitch
Previously on Spectre Collie, I made the claim that the “state of the art” in story-driven games still treat storytelling and gameplay as two completely separate things. In even the best games, the player’s role is that of the guy who pushes buttons and/or shoots guys in the way; the key story moments happen in…