21st October 2016|
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PLEASE HELP ASTRONAUTS WITH QUEEN POUNDS OR OTHER RESOURCES

Astronaut: the Best is awash with weird and innovative ideas.

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18th October 2016|
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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.

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17th October 2016|
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Latest columns: films, insects, comics, and how to work with your player community

I have two columns now!

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15th October 2016|
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Crowdfunding, audience-driven stories, and terrible mistakes

I’m speaking at three events in the next couple of months. Come along if any of this sounds interesting.

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11th October 2016|
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AN INTERMISSION: SEVEN REASONS YOU SHOULD BUY ZUBMARINER

I’d normally do a Cultist Simulator devlog post today, but Zubmariner, the first expansion for Sunless Sea from my old comrades at Failbetter, is out this week – in an hour, in fact! So I’m going to save my CS ammo for next week, and tell you why you should pick up a copy.

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29th September 2016|
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CULTIST SIMULATOR: Next Steps and Release Date

BEHIND THE WORLD IS THE MANSUS. ITS CORRIDORS ARE THE ANGLES OF TIME.

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27th September 2016|
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SCIENCE TUESDAYS: FIREWATCH vs PRINCE OF DARKNESS

There’s always something under the earth. In Camp Santo’s Firewatch, it’s a body in a cave. In John Carpenter’s Prince of Darkness, it’s the devil in a church. WHICH IS BETTER?

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25th September 2016|
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SCIENCE TUESDAYS

Six years ago, Roger Ebert wrote: “No one in or out of the field has ever been able to cite a game worthy of comparison with the great poets, filmmakers, novelists and poets.”

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24th September 2016|
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Steam: I was wrong, although right

Last week, I talked about Steam’s recent changes – (not including reviews in the review % if the copies were bought outside Steam) in my GamesIndustry.biz column. In the rest of this post, I’m going to call these changes ‘the Purge Update’ to make it clear what I’m talking about elsewhere. and speculated about some changes Valve might make in the future.

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23rd September 2016|
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Appreciating Open Sorcery

[I don’t write reviews, but I do like to point out things that worked well in games I’ve enjoyed.]

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22nd September 2016|
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A Good Thing: The Fall

You play the onboard intelligence of a power armour suit with an unconscious passenger, exploring a derelict installation populated by deranged machine intelligences.

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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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