Design Idea: The Unreliable game system

Most people are familiar with the idea of an unreliable narrator and most likely you’ve either heard of, or played, the game The Stanley Parable. In that game there is a narrator telling your story and guiding you to where you should go. Yet, you quickly get the inclination that this narrator really doesn’t have […]

Thinking without words

This is sorta what it feels like to think outside of langauge This morning I had a personal breakthrough in my work, which is in the region of philosophy of science. That breakthrough came when I dropped all the incestuous vocabulary of philosophy (e.g. the word paradigm), as we typically know it, and just fandangled an idea through […]

Game Design Document

Here’s a very simple game design document I made a while back. If you get a chance to check it out, please tell me what you think or share any helpful design hints.   Unique Feature/Theme: Exploring identity issues related to paradigm shifts. There will be androids, cosmic ‘aliens’, humans, ghost-like people, holograms and all […]

On Designing Against the Meta

One thing that I’ve quite enjoyed in my multi-player competitive games is finding the ‘meta’ and/or trying to invent new one’s. ‘Meta’ basically means the dominant strategy to winning. A meta gets established pretty soon after a game comes out, and then as the player base gets more familiar with a game’s mechanics, the meta continues […]

Mother Russia Bleeds (2016)

 “The following is a guest post by The Evergreen Sage Mage.” “It will have blood, they say. Blood will have blood.                                                                Stones have been known to…