Burning Cannibals
One of the challenges of game design is knowing when to stop designing. Sad to say, some designs are just dead ends. It’s better to… Read More »Burning Cannibals
One of the challenges of game design is knowing when to stop designing. Sad to say, some designs are just dead ends. It’s better to… Read More »Burning Cannibals
Previously, I discussed how failure makes for good stories, but writing failure into games is challenging. Because while players may appreciate the drama of failure,… Read More »Instant Drama – Just Add Failure – Part 2
Failure is important for good storytelling. Failure is what drives stories forward, what drives protagonists to try stupid, risky things, what raises the stakes so that… Read More »Instant Drama – Just Add Failure – Part 1
When I looked up on Friday, I realized that November was nearly over, and I had no fiction to show for it. I was failing… Read More »Here’s Your Stinking November Fiction!
National Novel Writing Month is over, and I have nothing to show for it. Okay, that’s not true. I have over 30 thousand words to… Read More »NaNoFailure
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
While the One Game a Month project has its own, optional theme each month, my personal theme for the project every month has been “failure.”… Read More »Pre-failing
Remember when I promised to finish one game a month? Okay, I promised to try to finish a game a month? And then I failed?… Read More »Accepting Success
Late last year, I wrote about embracing failure. Specifically, I wrote about how I was trying make a small video game every month of 2013… Read More »Yay Failure!
I’ve just set myself up to fail – not just once, but twelve times. Once a month for the next year, there’s a very good… Read More »Embracing Failure