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Architecture in Video Games: Designing for Impact

Deanna Van Buren writes: I wonder why do we not see more collaboration between experienced architects, landscape architects, and video game developers. From the architect’s side, I know that we like to make stuff in the real world, and perhaps don’t think it will be rewarding. Architects often don’t play games or see how they can be of service. Many think it’s all about coding and that we need to…

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Cave Gave Game: Subterranean Space as Videogame Place | Electronic Book Review

Electronic Book Review just published an article I wrote with Dave Thomas, on cave space in video game ecology. Parts of this article are a companion to my 2007 Digital Humanities Quarterly article on the 1970s text computer game Colossal Cave Adventure. Crowther’s translation of real world caving experience into the digital medium provides a precise bridge between the cave as environment and the cave as game design metaphor. The…

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Grumpy Gamer – Happy Birthday Monkey Island

I guess Monkey Island turns 25 this month. It’s hard to tell. Unlike today, you didn’t push a button and unleash your game to billions of people. It was a slow process of sending “gold master” floppies off to manufacturing, which was often overseas, then waiting for them to be shipped to stores and the first of the teaming masses to buy the game. Of course, when that happened, you…

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Introduction to Twine (Tutorials by Vegetarian Zombie)

I will always love Inform 7, but I chose to develop a journalism training game in Twine (because it will be much easier to teach Twine to my students). To prepare for my game, I spent about 6 hours  (during my son’s last chess tournament) roughing out about 20 lexias. Since then, I’ve spent about 6 more hours turning them into a playable game. Slow going, because every path leads to…