Have been playing games since B.C.'s Quest for Tires on the Commodore 64 at the age of seven, typing in games since Compute's Gazette and designing games since around the same time. Worked professionally in PC both hardcore and casual, with detours into advergaming. Now working (and consulting) from a small island in the Pacific Northwest.
When critics say your game is "too long," what do they really mean?
With increased backlash from consumers against titles like "Gone Home" that are "not games," it's time to think about whether the word "game" is appropriate to the expanding world of digital entertainment.
[Blog - 10/29/2014 - 01:59]
Yeah I think that ship ...
Yeah I think that ship has sailed by now. Customers expect a narrative experience, especially in their big-budget AAA titles. I think it 's worth examining how to make those narratives serve the game more positively.
[Blog - 10/09/2014 - 06:05]
Just chiming in quickly to ...
Just chiming in quickly to say thank you to everybody discussing this issue in these comments - you make it all worthwhile and I hope to engage more deeply when the workweek begins.