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Archive for June, 2011

The advantages of shattering your game

Sometimes, in order to save something, you have to shatter it. Making Telepath RPG: Servants of God has taught me some hard lessons about the importance of modularity in designing a larger game. I’ve finally reached a point where, in order to finish creating the game, I must break it into pieces.

So you created an action RPG. Stop congratulating yourself.

A recent Gamasutra interview with Matt Findley has caused a firestorm of debate to erupt across the internet concerning the continued vitality of turn-based RPGs. Findley is an alum of the now-defunct development studio Black Isle, which produced legitimately brilliant turn-based RPGs like Fallout. So you can understand why an old-school RPG fan might be […]

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