What I’ve been up to, mid-November: Hulk’s Cock, Donald Trump, and Desk Leather

I have a monthly column now in gamesindustry.biz as well as eurogamer.net, and the deadlines coincide. So I’m writing them as companion pieces where I can. This month, they both have to do with the relationships between games and the real world. The Rhetorical Effects of System Design, and Toilets Games In Difficult Times Meanwhile, I’ve been […]

Latest columns: films, insects, comics, and how to work with your player community

I have two columns now! my Eurogamer one this week stars Kuleshov, Tolkien, Scott McCloud and a marooned insect. http://www.eurogamer.net/articles/2016-10-15-blood-in-the-gutter my GamesIndustry.biz one is the distillation of seven years’ experience dealing with a player community as an indie dev: http://www.gamesindustry.biz/articles/2016-10-17-the-indie-view-how-to-survive-the-internet . It’s an industry-facing column, but if you’re a gamer you might find it interesting for a view […]

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. On Wednesday 19th October, I’m on a panel about crowdfunding videogames at Crowdfest in Shoreditch. On Thursday 17th November, I’m on a panel about audience-driven stories at the Belfast Media Festival: along with Charles Cecil from Revolution, […]

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 […]

Appreciating Open Sorcery

[I don’t write reviews, but I do like to point out things that worked well in games I’ve enjoyed.] Open Sorcery, from Abigail Corfman, is a mobile-app-wrapped Twine game where you play a sentient magical defence system. Twine was built to support branching narratives.Classic branching narratives without any game-hybrid elements are a bundle of special-case IF/ELSE […]

A Good Thing: The Fall

[I don’t write reviews, but I do like to point out things that worked well in games I’ve enjoyed.] The Fall is a side-scrolling point-and-click adventure from indie studio Over the Moon. You play the onboard intelligence of a power armour suit with an unconscious passenger, exploring a derelict installation populated by deranged machine intelligences. […]