The 20 Percent Solution
Here’s a game design thought for the day: The 80-20 rule applies to game rules the same as it does anything else. For the uninitiated,… Read More »The 20 Percent Solution
Here’s a game design thought for the day: The 80-20 rule applies to game rules the same as it does anything else. For the uninitiated,… Read More »The 20 Percent Solution
Here’s the first part of a story I’ve been working on set in the Ghost Punchers world. Not a whole lot of punching in these… Read More »Ghost Punchers: Grave Dealings
The last part of the Ghost Punchers setting I want to explore is its unique creatures — that is, the ghosts themselves. Ghosts are as… Read More »Meet the Ghosts
A good landmark in a storyworld is more than just a place. It’s a place that helps tells stories. As I’ve noted before, landmarks can… Read More »Going on a Ghost Tour
I have two more entries on my list of Ghost Punchers posts I want to write before labeling that storyworld “done for now” and moving… Read More »Putting a Finer Point on It
I sit at the keyboard in the pre-dawn hours, clacking away as I do most mornings at this time. There are, however, two major differences… Read More »Everything and Nothing Has Changed
Have you ever found yourself wondering: “What does this Darrell guy sound like? I mean, I hear his voice in my head when I read,… Read More »Listen to the Sound of my Voice
I’m a big a fan of failure. The only guaranteed way to not fail is to not try anything new — which is, coincidentally, also… Read More »2013: The Year in Failure
Earlier this week I was a guest, along with the illustrious Colin McComb, on the Gamers Tavern podcast hosted by Ross Watson and Darryl Mott… Read More »The Problem of the Filled-in Map
Around this time last year I gave you all the gift of interactive fiction. After a great deal of deliberation, I’ve decided that this year… Read More »Regifting