Archive for the ‘Developer Rants’ Category

Telepath Tactics, PAX and the Indie MEGABOOTH

This PAX Prime was my first PAX Prime. It was incredible. We won a Drool Award from Twinfinite.net, one of only 10 they give out at the event; TotalBiscuit stopped by my booth and played a live 1-v-1 match against the AI for 30 minutes; I got to do interviews…

Read More »

Why I’m using female lead characters

Back in October, you may recall me writing a bit about the challenges I’ve faced in writing female lead characters. Today, I’d like to talk a bit more about why I have chosen to have female leads–and in the process, hopefully convince some of my fellow developers to follow suit.…

Read More »

Unpredictability and control in turn-based combat: an examination

Unpredictability makes art interesting. Twists of plot, unconventional characterizations, and surprising character development engage a reader’s imagination; unique instrumentation, sudden shifts in time signature, or an unexpected chord progression delight the ear. So is it with games. Exploration, experimentation, discovery: all of these depend upon unpredictability, on gaps in the…

Read More »

What makes a game indie: a universal definition

I’ve been content to stand on the sidelines of the “what is indie” debate for a number of years now, satisfied that whatever the outcome, it wouldn’t really matter. I no longer think that. When a multi-million-dollar game with a team of nearly 50, created with the backing of a…

Read More »

6 more ways to improve turn-based RPG combat systems

Almost exactly one year ago, I discussed the four virtues of a good turn-based combat system and shared 12 techniques that RPGs commonly overlook for achieving those virtues. Today, after a year of contemplation and careful design work, I feel ready to expand the list. What follows are 6 additional…

Read More »

Reasons to Support Indie RPGs, Pt. 4

Diablo 3 has been pulling a Darkspore since its release yesterday, thanks to Blizzard’s bizarre decision to prevent people from playing the game in single player mode without a constant internet connection. Even those who were able to get through to a server, like John Walker of Rock Paper Shotgun,…

Read More »