PTL Fan Art Contest – Vote!

Vote for your favorite fan art piece here. You can vote for multiple pieces. Below are full versions of all the art. Thank you so much to everyone who submitted work!

Comic Cover by No More Birds
PTL by Meghan
Minuette Animals by Ashlie
Tennor by JennyBeeDesign
Comic by HappySnakeGames
All Characters by HappySnakeGames
Tennor by HappySnakeGames
Ish by HappySnakeGames
Tay by Richy
Tennor by SwiftSpear

Vote here! Winners will be announced tomorrow.

https://www.poll-maker.com/poll1056269x029940e2-44

CGD Podcast Episode 30 – Deepities, a new Frank Lantz article, and updates

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In this episode I discuss the concept of deepities and how it applies to game design writing. I also discuss a new Frank Lantz article on Ian Bogost‘s new book—an article that, it seems to me, pushes against progress in game design in some ways.

(Don’t forget to check out episodes 23 and 24 where I talked with Frank on the show, if you haven’t already.)

Finally, I talk a little bit about some personal updates with me, my 2-3 upcoming games, and Codex (which I’m still playing).

Thanks for listening! If you like the show, show your support by making a pledge on my Patreon page.

CGD Podcast Episode 27: Broad Statements with Richard Terrell

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Had a great conversation with Richard Terrell, designer of Bara Bari Ball who’s currently working on designoriented.net. He’s also been on the podcast before, so I would go back and listen to Episode 6 where we spoke earlier this year.

The conversation went really well. We talked about language, “broad vs. narrow statements”, Auro and its reception, and a lot more.

Enjoy!

 

To support the show, please become a patron of mine on Patreon!

Feminists/social progressives: stop making excuses for violence glorification

The day after the horrifying Orlando shooting, a friend was inviting me to play Overwatch. It was a weird moment. I felt like, I don’t know—maybe it’s just me, but I really don’t feel like running around with a gun shooting at people right at that moment for some reason.

Some E3 events began that night. Everyone was talking about a new Quake game’s announcement on social media. I found it to be pretty distasteful, and actually felt a little bit bad for the people who had to present this stuff at a time like this. Then again, I always find E3-type events pretty distasteful, so I felt like, well, it’s probably just me again. Continue reading “Feminists/social progressives: stop making excuses for violence glorification”

The Virtuosity Scale

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One thing to think about when designing a game is trying to figure out what “degree of virtuosity” you want to allow. I mean this in a bit of a prescriptive way, which I’ll explain.

Some games offer you a huge number of possible choices per “turn” or per “moment”. Having a high degree of range of motion means more potential for creative actions. You can literally do something that ten onlookers watching hadn’t even considered. I’d say abstract games with a big grid like Go are good examples, but also complex real time games like StarCraft or Team Fortress 2 certainly qualify here, too. We’ll say that these games have “high virtuosity”. Continue reading “The Virtuosity Scale”