The subject of emotional fidelity has been on my mind a lot lately since I began working on Rad Dragon’s latest game. As my team works on our game’s story, we wrestle with the fidelity of the tools we have at our disposal to convey emotion. You see, Rad Dragon sits in a strange place in the industry. We’re far from Triple-A in our size and resources, so we’re not working on the level of a larger team making a big console title, but we’re not what I’d call Single-A either: we’re not making mobile games (anymore) and neither my design/writing partner Mike Sennott nor I are very minimalist in our tastes. (more…)
1993 was a year of ambitious beginnings. The Trans-Siberian Orchestra was founded and began rocking Christmas. In What’s Eating Gilbert Grape, Leonardo DiCaprio made his debut in a major big-screen role. Square properly introduced the Mana series to U.S audiences with Secret of Mana. And I attempted to create my first videogame.
Today I’d like to explore videogames, creation and bittersweet parting. Before I do that, though, it’s important that I pause for a moment to talk to you about fedoras.
I love fedoras, but I do not own a single one. This probably comes from the great respect I hold for Frank Sinatra, one of my idols. I’m not quite certain what I mean by saying this, but being the Frank Sinatra of game design is kind of what I’m going for. Actually, that’s a lie. I know exactly what I mean, but explaining it would take a while, and we’re talking about hats here. That guy could really wear a fedora, far better than I could hope to. Besides, most restaurants and bars where I live in Los Angeles don’t have hat hooks anymore. (more…)