Monthly Archives: October 2013

Alex Myers – VoIP #1

Alex Myers talks about his work and IT IS NEAT

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I Started Playing Rift, or The World is Awful

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Cookies Clicked (forever)

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Henricks on “the crucible of human experience”

Consistently, in Marxian thought society is seen as something of a workshop. That is, the world is less an object to behold or contemplate than an artifice that has been created and then inhabited. The setting–with its machines, sawdust, and … Continue reading

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On the Defense of the Indie Custom Cube

I only caught the tail end of the Indie Custom Cube tweets that were going around today, but I saw enough to hit the high notes. Later this evening I saw this defense of the Indie Custom Cube by one … Continue reading

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Guild Wars 2 and Economics

Unfortunately for us players, it’s in ArenaNet’s best interests to ensure the vast majority of players are not wealthy. This would entirely undermine their buy-to-play model and their reliance on you purchasing gems. Were gold readily available they would inevitably … Continue reading

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Adrienne Shaw on the lost queer potential of Fable

All of these choices and changes are clearly tied to programmatic decisions. How NPCs react to and form relationships to my character are coded into the characters’ artificial intelligence. Arguably the goal in some of the NPC reactions is to … Continue reading

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You Buy It I Write It: Bientôt L’été

This is part of my policy of playing anything someone purchases for me. You can read more about that here. This is going to be shorter than the other posts in this series just because I don’t have very much … Continue reading

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Catachresis Kickstarter Rewards!

I spent most of this last weekend fulfilling the rewards from the Kickstarter I ran for Catachresis. If you had a story written about yourself, you can find that here. If you had an image or animation made of yourself, … Continue reading

Posted in General Features

Brian Taylor on Cameras (and The Last of Us)

Audiences know that you can’t make a film without a camera. For a long time, Hollywood-style editing and cinematography developed to minimize the audience’s awareness of the camera. What would have been unacceptable in these films, visual acknowledgement of the … Continue reading

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