Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 29, 2015
arrowPress Releases
March 29, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Darby McDevitt's Blog   Expert Blogs

 

Darby McDevitt is a writer, musician, and game designer. He has worked in the game industry for 15 years as a writer, designer, and producer. He currently lives in Montreal where he works as a Lead Writer for Ubisoft Montreal. Past work includes Assassins Creed 4 : Black Flag, Assassins Creed : Embers, Assassins Creed : Revelations, and various titles in the Sims franchise.

On Twitter @darbymcdevitt

www.darbymcdevitt.com/

dcmcdxviii.bandcamp.com/

 

 

Expert Blogs

Posted by Darby McDevitt on Tue, 10 Mar 2015 01:21:00 EDT in Business/Marketing, Production, Console/PC
In 2002, Humongous Entertainment was a company known and beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title you haven't heard of: "Moonbase Commander" - the best game you never played.


Posted by Darby McDevitt on Mon, 02 Mar 2015 05:26:00 EST in Business/Marketing, Production, Console/PC
In 2002, Humongous Entertainment was a company known and beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title you haven't heard of: "Moonbase Commander" - the best game you never played.


Posted by Darby McDevitt on Mon, 23 Feb 2015 12:25:00 EST in Business/Marketing, Design, Production, Console/PC, Serious, Indie
In 2002, Humongous Entertainment was a company beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title that broke all of the rules: "Moonbase Commander" - the best game you never played.


Posted by Darby McDevitt on Wed, 11 Jun 2014 12:15:00 EDT in Design, Production, Art
A meditation on the challenges and difficulties of preserving video games for future generations, followed by a touchy proposition -- perhaps we don't need to.


Posted by Darby McDevitt on Wed, 18 Dec 2013 02:21:00 EST in Design, Art
A lengthy meditation on systemic and narrative "realism" in video games; its uses, limitations, and quirks.



Darby McDevitt's Comments


Comment In: [Blog - 02/23/2015 - 12:25]

I had a looooonger version ...

I had a looooonger version of the story staring more of us But Rhett and Moonbase are the real stars of this one... so I cut most of us out. :

Comment In: [News - 03/05/2015 - 07:27]

About a year ago I ...

About a year ago I argued that games are probably incapable of being saved for general consumption for much longer than a few decades, and that the true cultural value of most of them will stem from the game mechanics they develop and help propagate. r n r nhttp://gamasutra.com/blogs/DarbyMcDevitt/20140611/219010/Digital Future ...

Comment In: [Blog - 03/02/2015 - 05:26]

Thanks Part 3 's coming ...

Thanks Part 3 's coming next week.

Comment In: [Blog - 08/11/2014 - 01:53]

I love the emphasis on ...

I love the emphasis on creating more expressive possibilities for the player via the mechanics, as that is where I see the most gains happening through interactive storytelling. But I think this article jumbles too many disparate ideas to result in a fully baked argument. I count three separate theses ...

Comment In: [Blog - 06/11/2014 - 12:15]

Your middle paragraph there was ...

Your middle paragraph there was basically the point of mine too. The discussion above sort of strayed from the main thesis r n r nI like your last point, and I certainly think there is some element to it... though in my 15 years I have never heard any publisher ...