Jack Thompson Guilty on 27 of 31 Misconduct Charges, Says Bar Trial Judge… FL Supreme Court Must Now Rule [GamePolitics]
Hurm… Finals. For the English major side of me this means lots of essays. Now there are the good essays, like the one I have to write for this independent study (coming soon!). There are also dumb essays. Like the ones I have to write for almost everything else. Dear Professors, please note: Assigning essays […]
So, as I’m bloging GTA4 I’ve noticed that typing up even a blog brief of my activities in the game takes up just as much time, if not more, than the actual play-time in-game. I think this reflects a trend in another form of storytelling in another medium – Comic Books. In comic books there […]
Alright, so I have GTA4. I picked up the last un-reserved copy at the local GameStop early on Tuesday. Now, my goal (as issued to me by PG, who paid for half) is to review the game as soon as possible for ConnectMason. However, GTA4 is a sandbox game, it’s pretty much impossible to finish […]
I’m looking through Warren Spector’s set of essays on Next-Gen Storytelling on The Escapist. Here’s my notes on part one. What makes a good story? Change Pacing (needs to vary) Compelling Characters (Care about them!) Subtext – “Your story should be about something.” Narrative Game Structures Rollercoaster – A game with a predetermined narrative from […]
So we are now, officially, almost 2 hours past the release of GTA4. Tomorrow it will be mine. The original plan was for me to wait, like always, until the price came down to a reasonable amount. However, my girlfriend PG has promised to pay for half, on the condition that I review the game […]
Shacknews has actually seen Duke Nukem Forever. No joke, they actually saw the game. It was reported to be good. I’d hope so, it’s been a very very long time since the last Nukem game and this market is ready for a shooter with The Duke’s sense of humor.
One of the things I’ve noticed as I’m playing through Grim Fandango is the tendency for some paths to be really hard to find. I suspect this is a bit of a left over from early adventure games with Myst-style control systems, where all the possible paths were pretty obvious and IFs, where you pretty […]