Big Brothers

When you’re the first born, you are a pioneer – a child explorer navigating a giant, confusing world. If you’re lucky there are adults looking out for you. Even so, it’s up to you to make your own mistakes and wander down dead-end paths with no practical guidance from those who have gone before. Parents can tell you what to do and what not to do, but it’s the wisdom of other children that carries the most weight. Of course, when you’re a little kid, you have zero grasp of these complexities. Your view of the world has little nuance.

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