Author: Alexis Kennedy
Cultist Simulator: Perpetual Edition
I’m probably leaving some money on the table by doing this, but I am also leaving a lot of confusion and busywork on the table. And it feels cleaner and more egalitarian.
APOCALYPSE AND YEARNING: the next steps for Cultist Simulator
A year-plus ago, I left Failbetter, the company I founded. I said:
I’ve stopped talking about quality-based narrative, I’ve started talking about resource narrative
‘QBN’ [quality-based narrative] – I coined this term, but I now wish I hadn’t.
Getting Into Games Writing: An Appendix to the Talespinners post
I’ve been asked: you got to work for [client]! How did you manage that?
The Shadow’s Tale
I did an interview with Eurogamer, in which I talked about writing for the Dragon Age franchise. It went up yesterday with a slightly more provocative title than I expected:
‘Everything is remembered somewhere’: Hugh Kennedy, 1974-1996
This is a post about depression and suicide, not about games. If you work in the games industry, you certainly know, or will know, someone who suffers seriously from stress and depression. That person may be you.
Ideas are seeds, not jewels
There’s not much point blogging during GDC – only like six people will ever read this – but it’s timely today and I keep meaning to blow the dust off this thing.
Cultist Simulator 0.7.32 live
– Bug fix: the Consent of Wounds can now be found in a certain book.
Cultist Simulator: the Alpha and the Why
I haven’t talked at all about the actual setting, or the theme! What’s with that?
CULTIST SIMULATOR: GLOVER’S CAGE
Here’s a screenshot from the content I’m working on at the moment.
Royal Blood: Kings, Queens, Suns
Chris Donlan asked if I could write something about queen sacrifice in Eurogamer this month. It was an even more fruitful topic than I expected.
Release date for STELLARIS: HORIZON SIGNAL
I can now finally confirm that yes, the Stellaris 1.4 codename
Cultist Simulator Devlog: Loose, Tight
When you hear the phrase ‘choices in games’, what do you think of?
Cultist Simulator: the Kickstarter Decision
A couple of weeks ago I was dithering over to run a Kickstarter in November 2016, before my BioWare contract, or September 2017 once I’d finished at BioWare.