Dear Miss Bonelihearts: Morrigan and the Scrubs

November 18, 2012 / 0 comments

Oh damn, looks like I got some more search traffic since the last time I did this! The time has come once again to answer the pressing queries of people who mash stuff into Google to get to my site. I do this for the people. what becomes of your charecter after he travels through…

Read more →

Morrigan stands in a castle room, fire-lit. There is a doorway behind her

Capricious Nature

August 12, 2012 / 3 comments

The Futile Rebellions of Fereldan Do you accept the role given to you, or do you try to escape it? Even when you try, can you escape the way your role shaped you? The question is salient for a videogame character stumbling into a typical save-the-world story. It’s also a question that lies at the…

Read more →

Dakkon from Planescape: Torment. A bald man with a moustache in a plaid tunic and spiky fantasy armor, with a remarkably large sword.

Difficulty Factors as Character Traits

July 15, 2012 / 0 comments

If difficulty is one of the things a game can use to make characters interesting, it’s worth asking just what difficulty communicates. For one thing, difficulty isn’t just one-dimensional. There are different kinds of difficulty, and not all of them are difficult for every player. I may love both Wrex and Nami, but I’m fairly…

Read more →

Kasumi from Shira Oka, looking ornery: a pale girl with glasses and unruly blue hair, in a schoolgirl uniform.

Sweeping Exits and Offstage Lines

July 1, 2012 / 1 comment

I spent a long time trying to figure out Harvest Moon: A Wonderful Life. It had an unusually deep simulation with a lot of random variables, so I dug through a lot of FAQs to figure out what the hell was going on. This being the work of Harvest Moon fans, the FAQs tended to editorialize about…

Read more →

Morrigan from Dragon Age: Origins, a dark-haired, light-skinned woman seen in profile wearing a staff and mage's robes.

Tell Me Some Stories about Morrigan

June 25, 2012 / 4 comments

Sometimes when I’m working on a piece and want to get out of my own head, I’ll open up a question on Twitter on some subject. This usually yields great stuff, but it’s stuck in 140 characters and it can be hard to find the answers later. So I’m gonna start doing it here instead….

Read more →

A screenshot from Fallout 3. Tenpenny Tower in the distance, with the sun setting in the background.

Four Types of Videogame Tragedy

January 9, 2012 / 13 comments

In my last post on tragedy, The Wrong Ending, I presented what I saw as an essential problem of tragedy in videogames: an ending where things go badly is often seen by players as wrong, and therefore in need of fixing. This makes it hard for a tragic ending to seem like a valid choice…

Read more →

Moral Incentives and Story Structure

October 12, 2011 / 12 comments

There are a lot of ways you can classify the structure of a story, and many of them have been applied to games in one way or another. One that caused some discussion recently is based on a lecture by Kurt Vonnegut in which he describes stories in terms of the fortune of the protagonist…

Read more →

Weekly Update: Non-Linear

September 12, 2011 / 0 comments

So hey, on account of some deadlines at my day job, I’ll be lying pretty low for the next couple of weeks. No post at Robot Geek this week, but I’ll see if I can’t throw something together for next week. (e.g., “How Not Playing Videogames for Two Weeks Makes People Go Crazy,” or perhaps…

Read more →

Dragon Age 2: The Champion of Kirkwall

August 20, 2011 / 0 comments

It took me a long time, but I finally finished my first playthrough of Dragon Age 2. This is the first of a couple posts I’ll be writing on it. To get the overall opinion stuff out of the way first, I was pretty crazy about the game. I wasn’t too offended by the reused…

Read more →

AI and Character

June 17, 2011 / 3 comments

I’m starting to set up some of the basic AI programming in Mouthwash, my work-in-progress conversation system. (Some background here.) I wasn’t planning to get to that stuff so soon, but it became apparent pretty quickly that a lot of other stuff depends on the speakers having “goals.” So I’m having to deal with planning…

Read more →