Friday, November 4 2011
Unwanted Empathy in ‘Rage’
Rage suffers from a strange problem: the character animation is too detailed and evokes emotions that conflict with the rest of the game.
Tuesday, October 25 2011
Other Princesses, Other Castles: The Problem with Playing Romantically in Video Games
The insensibly repetitious nature of romance present in both video game plots and in their mechanics leads to all too familiar storytelling.
Thursday, July 21 2011
Death Is Boring: Immortality as Character Development in Video Games
The infinite lives of video game characters present an interesting narrative conundrum: how does a writer create tension when the hero is essentially immortal?
Friday, April 29 2011
Rewind to Advance: Jordan Mechner’s Games with Time
Games feature the ability to constantly challenge the forward momentum of time, rewinding (as it were) to reconsider the best route to reach a more optimal solution, challenging what we know about time and how we consider consequence.
Thursday, November 18 2010
The Problem of the Inevitable (Yet Challenging) End in Video Games
Finishing certain video games is often a question of will rather than a test of skill.
Friday, September 17 2010
‘Clash of the Titans: The Video Game’ is ‘Clash of the Titans: The Director’
Clash of the Titans: The Video Game follows the original script of the movie, not the reworked script that found its way into theaters.
Friday, July 30 2010
The Spiritual Sequel to the 2008 ‘Prince of Persia’
Prince of Persia: The Forgotten Sands may take place within the Sands of Time trilogy, but it plays like a spiritual successor to the 2008 reboot of the franchise.
Friday, July 2 2010
My Ending Is My Canon
My version of a story is bound to be different, but as co-author of my experience, it’s just as relevant as the developer’s version.
Wednesday, June 30 2010
Imitating Intimacy in Video Games
Sex is very often (and very unfortunately) just a game.
Friday, January 23 2009
Prince of Persia
The effort here is to provide a fantastic experience, not at all intellectual but one driven by velocity and the player's own gut.

































