Month: February 2013

Writing the Creed: An Interview with Jill Murray

Assassin’s Creed is definitely a series that is known for it’s writing. Contained within every game is a veritable library of dialogue and lore, and that’s to say nothing of the books, comics, and some very well-done live-action videos that exist outside of the games themselves. Therefore, it really came as absolutely no surprise to me when the Writers Guild of America announced that Assassin’s Creed III: Liberation (an entry in the series that I liked quite a bit) had won the award for Outstanding Achievement in Video Game Writing.  Of course, none of this is possible without dedicated and talented writers, and in the case of Liberation, the pen was in the hands of Jill Murray and Richard Farrese. Continue reading “Writing the Creed: An Interview with Jill Murray”

Depression Quest: A Glimpse Into A Darker World


[Warning: The game I am about to describe contains scenes intended to show the effects of deep depression. As a result, people who do suffer from depression may be triggered by some of the scenes in the game. I have included links at the bottom of this post to the National Suicide Prevention Lifeline, as well as iFred, an organization dedicated to researching and preventing depression.]

When I was shown Depression Quest by a friend, I didn’t really know what to expect. My first reaction was to be wary of it. A game that simulates depression? Certainly, at best, I thought it would be a game that just repeated things that people have already heard over and over again: to seek help from a licensed professional. At worst, I expected it to miss the mark entirely.

Well, let me just say that I was extremely surprised.

Continue reading “Depression Quest: A Glimpse Into A Darker World”

Cardinal Sins of Game Development Redux: Proving Myself Wrong


So, I’m sure you all remember this really pretentious post I made awhile back called ‘The Cardinal Sins of Game Development’ in which I blasted a whole bunch of design decisions that I cannot forgive in a modern game. And I’m sure a whole bunch of you thought “Man, what an elitist jerk. My favorite game does one of those things, but it’s still very worth playing, so why don’t you just shut up and appreciate all the good things about this game?” Well, first of all, I never said that breaking one of those rules made a game automatically unplayable, it was just something that I was going to call out every single time I saw it happen in a game nowadays. And second of all, you’re probably right.

Continue reading “Cardinal Sins of Game Development Redux: Proving Myself Wrong”