Joy of a Toy

I was a clumsy kid. I was such a klutz – a total failure at sports, P.E. and general moving around the place – that my mother sought professional help for me. We lived in North Carolina at the time – it was around ‘82 – so I was 10. I remember driving to an unfamiliar part of Charlotte. A university campus? Or maybe some collection of government buildings? We went into a small medical office where I was subjected to a barrage of physical tests. My mother got a binder full of results. And I got a new after-school

The Descent to Silent Hill

The world of Silent Hill 2 is defined by James Sunderland. He’s fixated on sex, so he is attacked by fetish nurses. His search for his dead wife is all he has to live for, so the roads out of town have collapsed, blocking him inside, giving him purpose. The player is party to his subjective vision: He sees what James sees. If James’s character is reluctant to abandon his search and return home, then the player is made to feel that, too.

Two Weird Ideas for MMOs

There’s no conversation more boring than the one that hashes out what’s wrong with massively multiplayer online games. Everybody has an opinion, based mostly on having played one or two or a shit-ton. I tend to take these game design critiques with a dump truck of salt. Gamers only know what they want. And often that desire is what makes the game fun. Designers, on the other hand, I am terribly interested in how they think they can save the MMO. Back in 2007, I went to a conference for independent MMO designers. I was somewhat amazed to meet a