I’d like to believe that under every Skype for Business conversation, there’s a sewer full of goblins.
“In a well-designed game, you see the outcome begin to emerge before the end of the experience. You know you’re low on food, you know your alliances are fraying, you know you’re a hair away from the end of the level, you know what might come next. It might be success or it might be failure, but it will make sense in terms of what came before.”
Somewhere, right now, an indie developer is about to do something tiny and casual that will alter the whole of gaming for the next 50 years. Possibly it’s you.
“…when they found the narrow pass between two mountains, and breathed the astonishing scents that drifted from it, they thought their journey well worth it. Until of course, the bright angel with the terrible sword denied them entrance.”
Sprint update, right. The big thing right now is STEAM WORKSHOP integration.
The Caldecotts now live backwards.
This is the season of the Forge of Days – the hottest August day in the UK for the last decade – so here’s something apposite for you.
I get asked a lot how I got into games. I always feel unhelpful when I tell my story, because it’s such an unconventional and such an unrecommendable one. But it goes like this.
Below is the current list of places featured in EXILE (excluding the Priory of Captains, the Pentapolis and the other final destinations). Mid-1920s European history is fascinating, and butts in unexpected ways against what we know of Europe after WWII.
This is probably the question I’ve been asked most over the years, and every time as soon as I answer it I think of someone I’ve left out. So here’s a semi-permanent list that answers the question.