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…

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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…

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The Wrong Ending

November 15, 2011 / 25 comments

So the blog’s been a bit on the sporadic side lately and, in all honesty, it probably will be until after Thanksgiving. My apologies! On the upside, something pretty grand has been happening while I was away. Dan Cox of Digital Ephemera, with the help of commenter Ari, has taken some rough ideas in my…

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The Hostile Guide

June 7, 2011 / 0 comments

[Note: This post originally appeared at Robot Geek. I’m gradually backing these up here.] Spoiler alerts: Bioshock, Loved, Mass Effect 2, Memento, Portal, Seven Minutes, The Usual Suspects. The recent release of Portal 2 has rekindled the world’s love affair with GLaDOS, the chirpy AI who delivers instructions and insults throughout the original game. GLaDOS represents a…

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