• The Sunday Song: The Ballad of Chris and Chris

    I first got the storyline of this song stuck in my head maybe eight yearimages ago. But I didn’t have music for it, and that meant I also couldn’t write it down fitting a melody.

    I finally shaped it into a lyric right around the end of 2012, when the guitar part came to me in a noodling session. It was thanks to a chord progression that is somewhat unusual for me (I rarely go from the I to the V, I find), though set in my go-to key of D. I pulled out the bass line that made the progression work, and doubled it on the mandolin, and shaped the melody around it. Add a dash of strings, and recorded a vocal (if I recall, I had a cold at the time… but ended up liking the tentative quality it gave) and here it is. I figured, it’s been a year, I should let it out into the world.

    download mp3

    Lyrics, chords, and similar details after the break. Read More “The Sunday Song: The Ballad of Chris and Chris”

  • Guardian picks Six Gaming Books

    At #2:

    Penned by veteran games designer Raph Koster, A Theory of Fun was written 10 years ago, a long time considering the rapid pace of advance for its subject matter. And yet the book remains a key games design text that is still in print and highly relevant. While it was conceived to help games designers, it will be fascinating and informative for anybody involved in any field of design, or those curious about, well, harnessing the power of fun …

    — Six of the best gaming books | Life and style | The Observer

    Read More “Guardian picks Six Gaming Books”

  • How I analyze a game

    The first thing I do is set aside my experience. It is only mildly useful, a single data point, when everyone’s experience is subjective. Oh, I’d like to think it is in some ways more valuable than that of a typical player. After all, I have a very specific set of experiences to bring to bear. But in practice, it probably makes my subjective experience well-informed, but therefore less than helpful.

    Looking at the experience is like seeing the top of a mountain without knowing about tectonic plates.

    Looking at the experience is like seeing the top of a mountain without knowing about tectonic plates. I use that analogy because the typical analogy is that of seeing only the tip of an iceberg. But an iceberg is substantially similar above and below the ground. Sure, there is a lot hidden under the waterline, but it’s not different in nature. When we look around the world, Continental-continental_convergence_Fig21contcontwhat we see, what we experience, is powerfully shaped by things that we do not see. Without understanding fault lines, volcanic activity, and all the rest, we won’t come to understand why a chain of mountains is where it is, and why it takes one form versus another.

    That’s why I start with the stuff “under” the experience. Mechanics, inputs and processes, rules and tokens and actions. I strip away the surface until Gone Home is a game about flipping over cards on a desk to see what is underneath them. Papers, Please is a Spot-The-Difference game. The Stanley Parable is a choose-your-own-adventure where some of the options are written in invisible ink. Read More “How I analyze a game”

  • Self-promotion for game developers

    I’m writing this for Mattie Brice, who was just listed as one of Polygon’s 50 game newsmakers of the year.

    Sometimes the universe does drop your dreams and heartfelt desires in your lap. But usually you have to at least say please, and most of the time you have to fight for them.

    We had a brief Twitter exchange after I offered congratulations, in which she mentioned that she didn’t know she could put this on a CV, and that she “know[s] nothing of self-promotion.” I have certainly never been accused of that, so this is a rehash of stuff I have written elsewhere and elsewhen.

    To be clear, this post is not about marketing your games. It is about marketing yourself, and not even that, but about finding your professional place within the industry.

    Why self-promote?

    The fact is that the world is a) crowded and full of distractions b) competitive and full of other people who do what you do. Getting noticed is hard. Staying noticed is also hard. You can be utterly amazing and people can simply not know. You can be utterly amazing and people can simply forget. The result, simply put, is that without self-promotion you won’t get to do all the things you want to do. Yes, sometimes the universe does drop your dreams and heartfelt desires in your lap. But usually you have to at least say please, and most of the time you have to fight for them. Read More “Self-promotion for game developers”

  • Year in Review

    CASlide6I didn’t write that much on the blog this year. It has had the lowest traffic in years, as a result. I only know this because I actually bothered to go look at the stats, for the first time in ages. I used to track this stuff every month, adding it into a big spreadsheet, so I could keep track of what people wanted to read about. Of course, I was also spending an hour a day or more writing stuff here, back then.

    With the big blog revamp, it occurred to me to do an oldschool “this is what happened on the blog this year” post like I used to. So… here we go:

    The most popular posts I wrote this year:

    1. On getting criticism:
      A post I wrote about how to deal with inbound criticism of your work. This was the most read thing on the site all year, and has popped up in all sorts of incongruous places; I’ve found it reprinted in Reddits about fitness or about stand-up comedy, in countless game forums, and on websites for self-published writers, artists, and so on. Read More “Year in Review”