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

Mindways

Two things I dread: decreasing the signal-to-noise ratio and being dishonest about how complex the world is. Both of these are pretty paralyzing to a writer. Writing is violent. To write about something you have to cut away all the things that can’t be written down, rip it away from all the things you don’t notice and all the things you don’t know how to capture. Then, if you’ve managed to get your hands on anything, if there’s anything left, you begin to pick it apart. Editors, how-tos, the voice inside your head, everyone tells you to find the essence,