Buried by the news of them merging with a malware firm, Unity shareholders are beginning a class action case alleging that the company mislead them. This seems to be the fourth or fifth separate shareholder legal action in recent months.
do authors realize that they're having the piracy/open-access discussion like 1 or 2 decades after everyone else got over it
fundamentally, there's 2 things here:: authors getting shafted by their publishers and the structures around that, and authors perceiving to be getting left short by the internet archive.
Dec 29, 2021 • 15 tweets • 3 min read
About 13 hours in to Cyberpunk 2077, and ... this game is just fine? Not necessarily the game I'd want it to be (a bit too much statsy pnp adaptation & not enough FPS) and restrained by AAA tropes, but in its current state it is by no means a trash fire. Enjoying it a lot!
And despite what ResetEra would have you believe, this isn't some hideously transphobic cesspit lol. It's fine. Everythings ok
Mar 15, 2021 • 8 tweets • 2 min read
notes on game design/interfacing; as an adhd fuck i often find dialogue -especially in walking sims- to be a somewhat unpleasant experience, not something that holds my attention, that i want to skip thru real quick...
yeah, adhd makes that pronounced, there's a spiritual kernel in there that i think is universal: dialogue -especially when realtime- is often presented and executed as a distancing device; sitting control schemes, making you wait, insisting upon (not curating) your attention
Nov 26, 2019 • 4 tweets • 1 min read
Don't think I've ever mentioned it, but the dialogue panel in Paratopic was positioned a lil higher than would otherwise be comfortable + split 2:1 to try and move players to subconsciously aligning camera composition into something a touch neater, move to rule of thirds.
That this would have you looking slightly downwards to pull some characters into composition was an intentional attempt at making things a little off-kilter; subtle atmosphere generation.
Sep 1, 2019 • 41 tweets • 6 min read
This thread is something I never thought I'd have to do and god, I wish there were alternative to public spectacle. However, recent events have left me little choice.
I need to address the malicious whisper campaign and rumors of abuse currently circulating within the industry.
This is gonna be a bit of a lengthy thread I'm afraid, since if a simple "fuck off, what you going on about mate?" would suffice, this wouldn't be needed in the first place.
Nov 25, 2018 • 9 tweets • 2 min read
Been playing a bit of Prey: Mooncrash and goodness! It toys with some solid, almost revelatory twists on ImSim design.
Primarily, during its best moments it reifies what I've been espousing for several years now: that the mechanical agency of the immersive sim is at its best when confronted with situational/circumstantial restrictions.
May 20, 2017 • 17 tweets • 2 min read
What i'd like to see is people moving away from staring at the systemic side of immersive sims.
To me, bredth of choice via systemics is the least exciting design offering within the "genre".
Jul 20, 2016 • 29 tweets • 2 min read
how do we express upon the player, through systems design?
To be reductive: make your systems reactive, utilizing emergence and agency to remove "states" from the wider machine.