Game Development

East Bound and Down: A Love Letter to Euro Truck Simulator 2

The story has to start with The Wheel. I am not a gamer who buys a lot of hardware and peripherals. I eventually get around to getting a console or two every generation, but I’m never first in line and I wait for the price cuts. I’m primarily a PC gamer, but I’ll go five …

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Trust No One: Unreliable Narratives in Games

Spoiler warning for several older games, including the Bioshock series and Silent Hill 2, as well as the movie Memento. Memento, an early Christopher Nolan movie, is a well-executed example of a familiar writing trope: the unreliable narrator. The audience experiences the events of the movie from the point of view of the main character, …

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What’s Old is New: Games and the Nostalgia Factor

My fourteen-year-old son likes games. I guess it’d be hard for him not to; most of the time, if his old man isn’t working on games, he’s playing them.  He grew up in a house filled with toys – Lego, board games, Warhammer miniatures, and D&D books. He’s seen both his dad and his mom …

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Dangerous Roads: Carnage in the Game Industry

So first, a quick refresher on recent events: In late spring of 2023, a major funding deal between the Swedish company Embracer Group and Savvy Games – a group backed by money from the Saudi government – spectacularly collapsed.  The deal was supposedly worth two billion dollars in development funding over six years and had …

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Monkey Business: Who’s To Blame for Skull Island: Rise of Kong?

At several places I’ve worked, I developed a reputation as a “fun farmer.” I was the guy who’d play almost any game, regardless of the review scores, and try to find the nuggets of goodness in them. I could usually find something that made the effort worthwhile – a single feature, a great cinematic moment, …

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The Price of Redemption: When Bad Games Go Good

Phantom Liberty, the recently released DLC for Cyberpunk 2077, is great. The story is compelling and lengthy, a masterclass in how to seamlessly add post-ship content into the middle of an existing narrative. The 2.0 patch for the game, which launched shortly before the DLC, overhauls and improves many of the game’s core systems, including …

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Destructive Imbalance: The Need for Game Developers to Organize

Here we go again.  Last week, the game industry was rocked by 800 layoffs at Epic Games, nearly 16% of their total workforce. The announcement is just the latest in a string of “reductions in force” across the game industry – Striking Distance, Relic, Amazon, and Probably Monsters among them. I can’t remember a more …

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Berries on the Hill: Lessons in Procedural Game Design

For my entire career, I’ve been an advocate of procedural systems in games that generate endless content. Procedural generation has been a design pillar of some of my favorite titles – going all the way back to my early days playing Nethack and the original Civilization, with its evocative random maps. From a production perspective, …

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Climbing High: A Tortured Metaphor for Game Development

There’s an analogy I like for game development that I’m fond of stretching beyond plausibility to make a point. I first used my favorite metaphor years ago when I started blogging, and I’ve been itching to expand on my original premise ever since. For as many years as I’ve been in the game industry, I’ve …

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