This is one of those things I didn’t include in the original post, for a few reasons. The first is that it’s an incredibly long digression into legal, moral, technical, and practical matters, and the second is that I don’t find it all that interesting as it’s largely a social and philosophical discussion. Anyway, this […]
The AI Art Apocalypse
This image was created by an AI, MidJourney. All I had to do was type in a prompt (“wildfire”) and aspect ratio. This AI is pretty good, but nowhere near the state of the art, and AI like it are, over the next few years, going to make art like this available within seconds at […]
Writing: An FAQ
This is my writing FAQ. There are many like it, but this one is mine. The purpose of this FAQ is largely to dissuade people from asking questions for which there are stock answers. These are all questions that I’ve seen a lot that I don’t want anyone to ever ask me unless there’s some […]
Game Review: Elden Ring
Having finally finished Elden Ring, playing probably more than I should have, I felt compelled to write a review of it, not of the “you should or should not buy this game” variety, but of the “this is what this game made me feel and what I felt was worth talking about” variety. Full spoilers […]
Game Review: Assassin’s Creed Valhalla
I’ve been playing Assassin’s Creed game since the first, though usually not right when they come out. Typically I’ll wait long enough that I can pick them up on sale with all the DLC included, which is great for getting the version of the game with the most polish and the fewest bugs. I tend […]
Narrative Legos and the Monomyth
In 2016, Ken Levine (of Bioshock fame) gave a talk on “Narrative Legos”. I just got done watching it, and think it misses some fundamental aspects of what makes storytelling work, and because I have a blog where I can talk about things that I don’t think are much interest to people other than me, […]
Programming the Monomyth
I’ve lately been watching a bunch of GDC (and other game conference) talks, specifically about how to do narrative when you have to worry about the player doing something stupid and unexpected. Some of this interest has been because I’ve been playing Wildermyth of late, and little things have been, if not bugging me, then […]