Monthly Archives: December 2014

The Talos Principle: design ruminations

As it happens I replayed Portal 2 right before The Talos Principle launched. That's gotta be the last thing a game designer wants to hear, right? "We don't use the term 'Portal-like', but, sure, Talos is... wait, you just replayed Portal? You couldn't have waited a couple of weeks in between?"

(I haven't gone to check whether the designers used the term "Portal-like". Nobody's going to disagree with it, nohow.)

Talos is a pleasant puzzle game with a nice script and good art and bullet-holes in several of its own feet. I recommend it but I wish it had fewer self-inflicted wounds.

(Note: in a "ruminations" post I don't offer an overall review. Instead, I focus on particular areas of design that I find interesting -- or problematic. So don't freak out just because I complain a lot.)

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Holiday iOS app sales

It is Christmastime, the time of bundles... okay, every month is the time of bundles these days. Bundles have become continuous. We get it. We're joining in!

I have posted Zarf's IF Bundle on the iOS App Store. Basically, you buy Hadean Lands through this link, you get my Shade and Heliopause apps thrown in free. Why not? If you've already purchased HL for iOS, the "complete my bundle" link should let you download the other apps.

And while I'm at it: Meanwhile for iOS is now on sale for two bucks, through the end of the year. That's 60% off! Or like 87% off as compared to the hardback book!

(Let us not speak about the relative values placed on creators by the book and software industries these days. I'm trying to gin up some product excitement here.)

So go buy Meanwhile now, if you haven't. If you have, why not gift a copy to a friend? Or an enemy? Two weeks only! Imagine lying on the living-room floor, next to the tree or bull's-head or aluminum pole or whatever your December celebratory decoration is, scrolling around Jason's mad-science fairy tale and trying to remember where you left the branch that doesn't involve zapping the Earth clean of human life.

And then buy Hadean Lands too. The nickel beads demand it.

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Gone Home: design ruminations

I don't imagine that Gone Home suffers from lack of reviews. I heard about it from several directions when it came out, and that was over a year ago. But I just played it.

(Yes, I am slowly starting to dig into the past four years of indie IF that I was too busy writing my own game to play. Yes, I will also get to Bioshock Infinity one of these months.)

I don't have anything to add to the discussion of Gone Home as a story game, or as a game about gay folks, or as a flashpoint of hatred from jerk-gamers. That's all been covered. Nor am I going to tell you why you should like or dislike the game. I liked it, a lot of people liked it, that's not news.

Instead, I'm going to give my impressions as a game designer. This is what I would have said if I were on the team building the thing. Or, more likely, having muffins with the designer during the wild-idea stage. Maybe that'll hit some new ground. If not, well, too late -- I've already written this post.

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Zombies

No video game I have played as an adult has affected me as profoundly and personally as Telltale Games’ The Walking Dead has. I’ve already written about my technical admiration for Telltale’s interactive television dramas (whose titles have doubled in number between the date of that essay and just this week), but now I wish to get personal. This may take more than one post.

The rest of this post contains spoilers for seasons 1 and 2 of the “Walking Dead” video game.

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