Author: Alexis Kennedy

16th September 2016
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Stellaris, BioWare and the Culture: what I’ve been up to in the first half of September

I’ve finished off my guest writing gig for Paradox on Stellaris.

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12th September 2016
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BioPost

I said I wanted to learn about and experiment with different ways of approaching interactive narrative.

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9th September 2016
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What I’ve just done to Stellaris: seven more things

I’m winding up a wagon-load of work on Paradox’s Stellaris. This is about what I wrote, and what I learnt while I was writing it.

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7th September 2016
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BY ZOMBIES

Anyone who has ever considered writing for a living will have heard Opinions about the Passive Voice.

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3rd September 2016
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Why you should back the AdventureX Kickstarter

Oh, man, I love starting blog posts with a bit of arrant poncery. Buckle up. This is the opening to an Isaiah Berlin essay. (I originally wrote ‘an Irving Berling essay’, but fortunately corrected it before I exposed myself to lasting Internet ridicule.)

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31st August 2016
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Get a Cat, or, Why More Content Won’t Save Your Game

[Note: I was creative director and lead writer on Sunless Sea, but I’ve left Failbetter and I can’t speak to my old muckers’ future plans.]

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27th August 2016
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Seven Things About Writing For Stellaris

That Iain Banks quote  – ‘the unlimited special effects budget [that] written SF hands a writer’. Man, I’ve never felt that so keenly. I keep being, like, is it okay if I blow that up? and the Paradox guys are all, sure, put a black hole in while you’re at it.

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21st August 2016
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The other post about No Man’s Sky

I don’t want to get into any kind of Twitter argument. I do want to say some things that might calm you down, or suggest another perspective, if you’re not already too angry to read. That’s what this post is about.

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15th August 2016
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Cultist Simulator: Zero Dot One Dot Two

I’ve patched Cultist Simulator! These are the headlines:

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12th August 2016
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What I’ve been up to, Friday 12th August: STARSHIPS

Earlier this week, I launched a Javascript prototype of Cultist Simulator. I hesitate to describe it as a ‘game’ – it’s really only a proof-of-concept of one, temporarily living on the web

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3rd August 2016
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Cultist Simulator: recipes and bumping brains

This is a post about the Cultist Simulator systems, and also why you shouldn’t stay too deep in a bunker when you’re working enthusiastically on an idea.

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29th July 2016
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Putting the Open in Open Production: what I’ve been doing, 29th July

Someone asked me on Twitter if I could share the task list for Cultist Simulator.

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26th July 2016
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Cultist Simulator: “There is not only one history”

I said last week that I wanted to get a Javascript prototype of Cultist Simulator -my weird-fiction-influenced narrative crafting semi-idlegame experiment -up on the web as soon as poss.

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13th July 2016
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Cultist Simulator: Making Things Out of Other Things

This is devlog zero for Cultist Simulator. It’s not an announcement or anything: it won’t get any press cos everyone’s off at Develop, and, man, I don’t want press on the screenie below anyway

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8th July 2016
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What I’ve been up to: 8th July

Just before I left Failbetter, our editor, who’d been a long-time freelancer before she joined Failbetter, cautioned me about the freelancer’s disease.

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1st July 2016
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What I’ve been up to: 1st July

I feel like I’ve spent most of this week – like the rest of my Twitter bubble – gawping incredulously at the collapse of the British political landscape into a sort of sinkhole of xenophobic narcissism. If you need a roundup, Michael Gove has one for you below.

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28th June 2016
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Haunted craters, mobile development, ginger + lime

I’m at Pocket Gamer Connect Vancouver, and out of long Failbetter habit I was dutifully going to write up a blog post about it;

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28th June 2016
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Ten Lessons from running Failbetter

” For an indie dev, your community is essential. They’re your evangelists, your early warning system, your Baker Street Irregulars, your Praetorian Guard…. but you have to look beyond them, too.”

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