Showing posts with label blogs. Show all posts
Showing posts with label blogs. Show all posts

Saturday, 1 March 2008

White Noise: Noisier

The earlier article I wrote about letting games live appears to be echoing around the blogsphere (indirectly at least). Both Grand Text Auto and josh g have written articles following up on the original discussion.

(In a completely unrelated note, is it possible to copyright an image of white noise? Because there are very few pictures of it on the Internet. I ended up having to use a Lost in Static screenshot for this post, ironically.)

[Edit: Image replaced with a white noise generated image]

Hey, We Talked About Roguelikes

Craig Perko seems to have taken a slightly lighter-hearted approach to the criticism he encountered during the cross-blog discussion between Project Perko and Ascii Dreams.

He's explained how he's fallen out of love with roguelikes and is going on a homicidal rampage as a result, chomping on brain stems and leaving a trail of skulls sucked dry. I can only imagine he's somewhere between the Roguelike Graveyard and a common-Lisp 1 DRL by now. (Am I the only one who finds it ironic writing a roguelike about zombies in a language that refuses to die?)

As a result, I'm now sleeping on a chair next to the door, cradling a shotgun. Craig, can we just agree to disagree?

Friday, 29 February 2008

Response to 'Language, UI and Systems Design'

I've got involved in a discussion with Craig Perko of Project Perko about whether or not random level generation can create interesting levels. You can follow the conversation here.

I don't even want to go into the discussion about language and UI, which he touches on, as I've got strong opinions there as well. But the emotional content of games... well, that's something I want to write more on. Depending on how long this chat goes for, I might start doing blogged updates instead.

By the way, I think Project Perko is a great blog. Craig touches on a lot of game design issues in a thought-provoking way.