Category: Game Development

Where pixels meet rubber meets road — the art, science and business of the gaming industry.

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.

January 16, 2015


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July 10, 2014

How To Guarantee Piracy

In order to play a mission called "Last Survivor" in the upcoming hopefully-this-one-won't-suck Alien game, Alien: Isolation -- one that features the original Nostromo crew with voice acting by Sigourney Weaver as Ripley, Tom Skerritt as Dallas, Veronica Cartwright as Lambert, and more, several of whom will be playable characters -- you'll have to preorder the game specifically from Gamestop. I'm going call it now: I estimate that this simple decision will double or triple the number of copies of this game that are pirated, which will result in significantly lower sales, which means that even if it's good, it will be labelled a flop. Good thinking, Sega!

July 5, 2014

Celebrity Skulls

"Games about space fascists kicking the shit out of each other just aren't having as much on an impact on contemporary discourse as they could." David Hayward (organizer of the Feral Vector game design festival) walks and talks amusingly about how thinking of video games as industry stifles video games as a creative culture. His accompanying blog post is here.

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