On what I've been doing in the five years since I last posted, and my new project: Wayward Strand - a real-time story about a teenage girl who explores and airborne hospital and gets to know the patients within.
Our experiences crafting an educational game that creates a fun learning experience, instead of replicating outdated teaching strategies with game-ish bells and whistles.
While it may borrow from FPS, the movie Hardcore Henry has some important lessons for game designers.
My personal take on why procedurally generated universe with an insane amount of same-ish real estate and a streamlined routine gameplay is the wrong way to go in designing a space-sandbox game.
What are the problems of modern text-based games development? What are the problems of interactive fiction and text adventures games developers? Why is interactive fiction community dying nowadays? These questions are discussed in this short article.
Sometimes vaguer is better in video game narrative.