Latest Posts
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The unique features of Syphilisation
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Notes on GAMETHING
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Understanding translation in 4X games.
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Meditation as gaming and gaming as meditation
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General approaches to making your game postcolonial
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Identifying and replacing colonial mechanics in Breath of the Wild
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Moving production to the camps
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Identifying and replacing colonial mechanics in Stardew Valley
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Understanding the big question of ideological games and what Syphilisation does in the space.
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Identifying and replacing colonial mechanics in Monster Hunter
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On how Syphilisation was rewarding to build.
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Going over a major update to the eXploitation phase in *Syphilisation*
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Using the lens of postcolonialism to solve ICS
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Going through Civilization 6 looking for postcolonial statements
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Updated notification system and more tooltips
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A new storyline for Pahal Radha
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New win-con and updated campaigns.
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Preserves and Game Flow
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OOO
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Planned features for Syphilisation
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Streamlining Syphilisation for simplicity.
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Thoughts on the many moments of Florence
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Thoughts on the experience and game design of New Pokemon Snap.
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Work to counter industrialization
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Celebration Points and Covid Vaccines
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Understanding player identity in Civ and related games.
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Updating the economy to have fewer, bigger decisions
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History From Below and UI
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Teamwork, Player Characters, Facts and Climate Catastrophes
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How the recreation commons of SMAC help worldbuilding.
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New Syphilisation features
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Implementing a new trade system
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On how the 10mg experiment can be a more sustainable model for game development.
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Tooltips
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Stocktaking
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Updates to culture.
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Quest system improvements
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Storyline support.
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Working out combat
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Redesigning the biomes.
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An overview of the pending features and a couple of small improvements.
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A rundown of what's left to do for Syphilisation
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Ready for sale!
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UI and image fixes
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Full playtest.
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Second bookkeeping update
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Bookkeeping update
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Playtesting Work
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Thinking through the big questions in game design that Syphilisation can answer
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Colonization wars, story events and Kasturba's imprisonment and heart attacks.
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Assorted thoughts on postcolonial end-games
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Preserves, playtesting and Linlithgow's racism
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Citizens, region quests, playtests and Gandhi's letter to Hitler
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The parameter restructure and Gandhi fighting with young women
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Diplomacy update, personal projects, parameters and parodies
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Updates to the currency conversion and report systems
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Examining what may be the most common interactive leisure activity in the world
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Stock-taking Syphilisation
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Why I want games scholars to ask for games to better examine themselves.
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UI, playtesting and the protests in the United States
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Stable eXploitation, UI changes and Comrade Sak
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Major diplomacy revamp, some starting quests and some context for Lord of the Flies.
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How Wilmot's Warehouse ended up with an exogenous degeneracy.
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Syphilisation Update - 2020-05-03
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Syphilisation Update - 2020-04-19
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Syphilisation Update - 2020-04-12
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Syphilisation Update - 2020-04-05
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Syphilisation Update - 2020-03-29
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Syphilisation Update - 2020-03-22
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Syphilisation Update - 2020-03-08
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Breaking Down The One More Turn Pattern
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Syphilisation Update - 2020-03-01
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Syphilisation Update - 2020-02-23
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Analyzing the role-playing of 4X games.
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A brief thought on the villages of Civilization
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Syphilisation Update - 2019-12-22
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THE NEW SYPHILISATION MANIFESTO
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How A House for Mr. Biswas designed its epic quest.
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Syphilisation Update - 2019-12-08
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A shallow status check on the Syphilisation big picture
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Syphilisation Update - 2019-11-30
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Syphilisation Update - 2019-11-24
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Syphilisation Update - 2019-11-17
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Syphilisation Update - 2019-11-09
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Syphilisation Update - 2019-11-03
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Syphilisation Update - 2019-10-26
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Syphilisation Update - 2019-10-20
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The implications of preservation being a creative activity
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Syphilisation Update - 2019-10-06
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How the systems of Civ6 push you into war and then into cycles of war thereafter
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Syphilisation Update - 2019-09-15
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A deeper look at snowballing
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How the Majima campaign of Yakuza Kiwami 2 illustrated the issue of pacing in open world games.
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Syphilisation Update - 2019-07-21
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Some unexpected comparisons between video games and music songs and genres.
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Syphilisation Update - 2019-06-30
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Syphilisation Update - 2019-06-23
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Syphilisation Update - 2019-06-16
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Syphilisation Update - 2019-06-09
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Syphilisation Update - 2019-06-02
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Syphilisation Update - 2019-05-05
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Syphilisation Update - 2019-04-28
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Syphilisation Update - 2019-04-14
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A history of Jallianwala Bagh and a bit on what it is to design around it
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Syphilisation Update - 2019-04-07
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Thinking about further implications of the burden of optimal play
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Syphilisation Update - 2019-03-31
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Syphilisation Update - 2019-03-24
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Syphilisation Update - 2019-03-17
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Thoughts about what game mechanics and colonialism.
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Syphilisation Update - 2019-03-10
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Syphilisation Update - 2019-02-24
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Assorted thoughts on how to examine traditional media with game design tools
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Syphilisation Update - 2019-02-17
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The RPS review of Foundation compares it to a warm bath and I absolutely love that
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Syphilisation Update - 2019-02-03
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Syphilisation Update - 2019-01-27
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How to seed info dumps with approachable elements.
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Notes on You And Your Research by Richard Hamming
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What a compost bin taought me about game design
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Notes on Tagore's lecture on the changing Japan of 1916.
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Examining the first point where you can choose what to build.
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Raw materials and their conversions
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Issues and solutions for building system-driven games about romance.
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My response to an article asking that we stop expecting games to build empathy
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The distinction between punk and the DIY aesthetic of TQS.
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How video games can affect how you see the world
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A quick note on hybridized design.
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Imagining a more 4Xy Civ.
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Further defense of flavor text
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Breaking down the other players in Civilization
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A lot of thoughts on a recent book that I read
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A Final MDA Analysis of The Quiet Sleep
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Breaking down the techs of Civilization
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THE SYPHILISATION MANIFESTO
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Breaking down the units of Civilization
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Breaking down the components of the cities in Civilization
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Drilling down into the core aesthetics of Syphilisation.
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Announcing my new game Syphilisation.
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The playlist I used when working on The Quiet Sleep
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A lot of thoughts on Getting Over It with Bennett Foddy
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Analysing the addition of an emotional moment to The Quiet Sleep.
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What life-like games are and why they are worth defending
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An interactive exploration of the basics of balancing card games.
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How missing a part of the interface of The Shrouded Isle led to an interesting difference in its gameplay.
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How the representation of emotion changed in The Quiet Sleep
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What a video game gutter is and how
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How optional goals can conflict with the rest of your game
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An examination of reasons to disapprove of non-interactive games in general.
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A design doc for a game about high school gossip.
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A deep dive into an interesting design approach
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Introducing the third story for the quiet sleep.
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Assorted thoughts on decisions that are human-designed.
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Going over what mechanical foreshadowing is and how to integrate it.
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Breaking down a specific moment from the 1998 IF Photopia.
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An interactive article on pull algorithms in games.
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Some refinements to city.
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Notes on The Continued Influence of Misinformation in Memory: What Makes a Correction Effective
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A quick note on a failed feature.
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Thoughts on making narrative-based jigsaw puzzles.
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Thoughts on a specific point on complexity in game design.
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A look at some of the minutiae of making The Quiet Sleep.
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Talking a bit on the novelty of communicating through systems.
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Playing through the latest build of city.
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Looking to fix the issues with a few systems of city.
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More detail on what this new story is trying to say.
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Looking at a new approach to narrative in city stories.
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Examining some of the features of rock, paper, scissors.
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Thoughts on the second story for The Quiet Sleep
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A deep look into loose and tight choices and alternate hypotheses for their effects.
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The state of The Quiet Sleep post-IGF Submission
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A quick anecdote of The Quiet Sleep.
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Adding trains and emotions to The Quiet Sleep.
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On Pokemon Go and AR Games in general.
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Further notes from playtesting.
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On how the Pokemon games make their pieces valuable.
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On the nostalgia factor of Pokemon.
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On Pokemon Go and what it means for the future of games..
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Raw Notes from playing Pokemon Go.
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The results of the first playtest.
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The proposal for a new focus system for city.
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Getting the City systems to really come together.
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The first week of work on getting City ready for a public playtest.
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Work on the story and people of City.
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Notes on various articles from April, 2016
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Notes on various articles from March, 2016
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Notes on various articles from February, 2016
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Work on the story and UI of City.
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Some work on cleaning up the information flow of City.
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A deep analysis of the mechanics of City.
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Tying features together.
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Growth and pruning of existing city features.
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Building out features to help communicate ideas.
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How to design your game to better support self-expression for your players.
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Work done on consolidating my game.
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Notes on various articles from January, 2016
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Analysing the systems of city thus far and the aesthetics desired from the game.
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A description of some situations I want to represent and how I plan on doing so.
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Honing the systems of my game.
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City: Content
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Notes on various articles from December, 2015
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The progress made on the player representation of my game.
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The progress made on the towers of my tower defense game.
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How and why Drowning In Problems affected me so deeply.
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Description of the first playable version of my game.
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Notes on various articles from November, 2015.
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Quick rundown of the game I'm working on and what I'm doing.
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Examining the depth of the combat of Renowned Explorers.
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A couple of examples of how Her Story deals with giving people the freedom to find content.
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Thoughts on depth and complexity in video games.
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Notes from GDC
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Rough notes on the game This War of Mine.
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Rough notes on the game Vainglory
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Notes on The Banner Saga
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I examine Gods Will Be Watching and analyze design decisions it made given that the game is not about having fun.
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Notes on Road Not Taken