Thursday, October 6, 2011

The Blog That Never Started Is Now Closed

I'm committed to continuing to do what I love, which is contributing to make some of the best videogames, and by that nature I can't do this blog.  I would hold back the sincerity of my opinions.  I would be polite at times when I don't feel politeness towards a particular subject, and that's as good as lying.  I only speak for me, but the obviousness of this fact is often lost on others.  My opinion could be misinterpreted as the collective opinion of others, and for this reason I won't write them here.  For the foreseeable future this blog is closed.

This isn't a loss to most, as people don't know me, which makes this easier.

Thursday, April 14, 2011

What this blog will eventually be about

The purpose of this blog will be to elaborate on videogame topics that interest me.  Looking at a list of my drafts, I have about five unfinished essays, including The Role of Motion Gaming, Force Feedback and 3D (which should be retitled to The Necessary but Boring Steps to Virtual Reality), a giant rant on adventure games and Heavy Rain, and my experience with Passage.

They're not ready yet, and unfortunately won't be for a while.  My time is currently invested in continuing to improve my technical skills until I return to the workforce with a game studio that kicks ass.  In fact, I'll likely never finish the essay on Passage since my interest on the game was never high in the first place, and looking back my experience with it was rather uneventful.  However, the game served its purpose in helping my conclusions on a rant on narrative in games, another unfinished draft.

However, I will keep topics related to the studio and games I work on out of this blog, except for sincere self-promotion where it's due (e.g. "The game I'm working on is awesome.  Play it when it comes out!").  One of the things I've learned about the industry is that game developers and publishers can be extremely sensitive about any comment their employees make publicly, no matter how innocent, so I'll act on the side of caution and avoid it altogether.  I hate to do this, but it's a choice between the opportunity to make games and continuing to do so in the future, or being an open book and risking offending sensitive, hard-working peers (e.g. "This game we made had poor collision detection, which is why the player's missiles never hit their target").  Since I'd rather make games, the choice is easy.

Either way, only a few people will read this blog anyway, since I'll likely do a poor job of promoting it once I start writing on it, and some topics will only be of interest or understanding to opinionated (i.e. passionate) game designers.

In the meantime, go play!