Spam Spam Spam Humbug: Episode 59 – Which Came First: The Story or the Game?
What’s the best way to design a game: solidify the story first, or get the underlying tech in place and then craft a story around it?
What’s the best way to design a game: solidify the story first, or get the underlying tech in place and then craft a story around it?
What even makes dialogue interesting in RPGs? What works, and what doesn’t?
In which we discuss voiceovers in games, how difficult they are, why it would be a bad idea to crowdsource voiceover work…and then eventually we get into crowdsourced NPC dialogue in general. Sort of.
Is post-secondary education all it’s cracked up to be? Is STEM education the be-all and end-all of education? Why can’t China make ball-point pens?
That time that three guys from BioWare helped Withstand the Fury Dragon’s Beaver Scout troops design their own board games.
Shroud of the Avatar – Update of the Avatar #113 – 2015.02.20: Underworld Gets Tracy Hickman and Steam Greenlight, SotA Single Player Features, Abe on Overworld, Chris Talks Economy, and More!
Former Origin Systems designer Raph Koster has posted a lengthy look at his life and its relationship to gaming and his career in making them.
In a lengthy letter published on the Potalarium webiste, Richard Garriott has clarified what he meant in his recent remarks to PC Gamer.
Richard Garriott made some remarks about modern game designers to PC Gamer that have landed him in a bit of hot water.
Kevin Fishburne has posted a video illustrating the tedium of preparing a font for use in a game.