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
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After a somewhat misspent youth experimenting with drugs, my biggest disappointment was that I didn’t see a pink elephant. Or blurry demon. Or a talking hot dog. The time I tried acid was mellow: I felt like I was in a sound bubble moving through the Florida night. And, truth be told, I was inside a pick up truck with Aphex Twin on the stereo. The best thing I can come up with was the time we were in an after-hours club by our house, high on ecstasy. It was well into the morning, so we kept our trip rolling
Unless you’ve been living under a rock (or have real things to worry about) you know that the venerable game maker Nintendo has been having trouble making money lately. Now, I’m not a financial analyst. And I’m not really an expert on the Japanese game development or hardware business either. In fact, I’m not even that huge of a Nintendo fan any more. I kinda don’t like those Super Mario Galaxy games. BUT! I did beat Super Mario Brothers 3 back in the day (and I have a column due) so I’m pretty sure that makes me qualified to opine
If I was a bat – like a real live, nocturnal, flying mammal who navigates the sky with the help of sonar – I’d have real problems with the way my species was portrayed in videogames. I mean, movies already give bats a bad name. You’d think all bats do is fly noisily out of caves, like a cloud of vermin sending the womenfolk into a tizzy. Never mind the vital ecological contributions of plant pollination and seed dispersal that bats do every day with nary a “thank you.”
I can’t quite remember when I started following Paul Alexander on Twitter – probably some time during the early development of République, the newly launched stealth game by Camouflaj, the independent studio formed by Metal Gear vet Ryan Payton. I probably pressed follow and forgot, but over the last year or so, I’ve found myself to be somewhat simpatico, for lack of a better word, with the young designer. So when Alexander queried me about an interview (wait, is that how it’s supposed to work?) I didn’t think twice. I knew he’d be somebody I enjoyed talking to about games, art and ambitions. I hope you enjoy reading our chat and are inspired to