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September 19, 2017

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March 20, 2017

Fortresses as far as the eye can see

But still, the general framework is we want to make this schlocky crap, but just have it happen, automatically. At the same time, no, I wasn't planning to do, like—[for example, dwarves] can measure the height of the atmosphere, now.
General AI isn't going to emerge out of some magical peanut-butter-chocolate collision of Big Data and expert systems, it's going to emerge out of Dwarf Fortress.

November 28, 2015

I Sing the Story Electric

Much of the material you’re about to watch is obscure, hard to find and not shown very often. Indeed, some of it appears to have gone unnoticed for a very long time.

When I informed conference organizer Eric Zimmerman what I would be showing at NYU this afternoon, he accused me of fabricating a hoax.

Assuredly, I am not that clever.

Brian Moriarty's talk covering the history of interactive narrative from the Practice 2015 conference [more inside]

September 3, 2015

In Soviet Russia…

Once it was determined which games would be produced, the blueprints were allegedly sent to military factories that primarily made electronics used in nuclear testing and weapons. These were perhaps the only places in the USSR that had the manpower and the means to understand the engineering required to build the arcade games.

The Alternate Universe of Soviet Arcade Games

August 5, 2015

Code 7

Code 7 is a neat sci fi interactive fiction thing. The link goes to their itch.io page where the first chapter/demo is available for pay what you want (including free). The remainder of it is still in development as far as I can tell (they've been approved on Steam Greenlight)

Virtual Photography

"The more I watched my friends playing WoW, the more I got thinking about how curiously similar the that Azeroth (as the world in WoW is called) was both the most technologically advanced virtual world to date and almost totally designed to look like images shot on ancient cameras carried up mountains by donkeys."

Eron Rauch on virtual photography, and the blurring lines between video games and art.

May 23, 2015

A philosopher plays Minecraft

On killing virtual dogs

I have killed three dogs in Minecraft. The way to get a dog is to find a wolf, and then feed bones to the wolf until red Valentine’s hearts blossom forth from the wolf, and then it is your dog. It will do its best to follow you wherever you go, and (like a real dog) it will invariably get in your way when you are trying to build something. ... I felt bad each time, while of course fully realizing that only virtual entities were being killed. Surely some of the sorrow I felt was imported from the real world, where I am fond of dogs and do what I can to avoid drowning or burning them. I could not be said to have developed a meaningful relationship with my virtual dogs, but I was pleased to see them each time they caught up with me, and I was a little sad to realize they wouldn’t be getting in my way anymore. I think I was right to feel at least a little bit bad about killing them.

May 13, 2015

An experiment in forced nostalgia and questionable parenting

Playing With My Son

My son Eliot was born in 2004 — the year of Half-Life 2, Doom 3, and the launch of the Nintendo DS. By the time he was born, video games were a $26B industry.

I love games, and I genuinely wanted Eliot to love and appreciate them too. So, here was my experiment:

What happens when a 21st-century kid plays through video game history in chronological order?

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