The Methodology Behind The Witness

Much has been said about The Witness’s ability to teach the player how to solve its puzzles. In designing the puzzles, Jonathan Blow worked from simple to complex, and while the game is arguably genius in how it teaches the player, the methodological ideas behind it were defined 70 years ago. In school, most of […]

Games Can’t Portray Addiction Right

“This will be the last cigarette I ever smoke” is something I tell myself about once a week after I finish a pack. It doesn’t take more than a few hours before I have a new pack sitting in front of me. —  Going out for a cigarette has become a habit that I do […]

Hearthstone Sheds Poor Design Decisions with Year of the Mammoth

Hearthstone has never seemed to really have a coherent design to it, often resulting in knee-jerk nerfs that take almost too long to ever come out. I have been playing Hearthstone on and off since before official release and almost since then, the meta has favored one clear deck over the others. There have always […]

The Talos Principle: Robots in the Garden of Eden

“In the beginning were the Words and the Words made the world. I am the Words and the Word are Everything” Elohim bellows as you try to navigate beyond the reaches of the computer simulation. No more code, no more space. You are an A.I. trying to solve logic puzzles within a world created from […]

Luftrausers: Inspiration vs. Depiction in World War 1 and 2

When I first heard that some people had raised criticism of Luftrausers for its Nazi imagery and claiming that you were playing as a Nazi, I went “huh”. I didn’t totally disagree with them. I too noticed a call back to a time of dogfighter World War 2 aces and super weapons, with stylized and […]