Notes from the Roman Camp

Apr 18, 17 Notes from the Roman Camp

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Setting the Stage Playing The Creative Assembly’s Rome: Total War (2004) is a manner of performing history. When the map loads, the Mediterranean world appears under a technicolor backdrop of young factions ready to be swallowed up by the Roman banners. The first playthrough only permits players to select among three Roman...

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‘Sad When a Game Outlives a Player’: Memorials and Monuments in MMO Gaming

Apr 10, 17 ‘Sad When a Game Outlives a Player’: Memorials and Monuments in MMO Gaming

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“Death is difficult under any circumstance. The death of a friend you only knew via the internet is something that this generation is just learning how to deal with.” — Matthew Miller, mmorpg.com, 6/25/2013 Games, gaming, and digital worlds affect lived realities. People meet through games. Long-lasting friendships develop....

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Meaningful Choices in Twine, History & Counterfactual History (PoH Notes, Part 2)

Mar 23, 17 Meaningful Choices in Twine, History & Counterfactual History (PoH Notes, Part 2)

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Path of Honors (here at my Twine site on philome.la) is an experimental interactive history that I am designing in bits and pieces. The plan is to model an aristocratic Roman as he played the game of politics and sought to win election to offices and gain prestige and dignity for himself and his family. PoH  is skeletal right now...

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Preservation and Ephemeral Gaming

Feb 28, 17 Preservation and Ephemeral Gaming

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The Problem of Ephemeral Gaming Do you remember where you were when Twitch Plays Pokémon finished Pokémon Red? It was only in 2014— barely three years ago—but many people who actively participated have already forgotten about it; interest faded fast after the game was “won,” and although there are plenty of...

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Path of Honors — Thoughts behind the design of an interactive history

Feb 18, 17 Path of Honors — Thoughts behind the design of an interactive history

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Path of Honors (here at my Twine site on philome.la) is an experimental interactive history that I am designing in bits and pieces. The plan is to model an aristocratic Roman as he played the game of politics and sought to win election to offices and gain prestige and dignity for himself and his family. PoH  is skeletal right now...

read more

Banished: Towards a Playable Human Ecology

Feb 07, 17 Banished: Towards a Playable Human Ecology

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At first glance, Banished feels pretty familiar for gamers who grew up playing things like Age of Empires. You start with a small stock of supplies and a few workers standing around in the wilderness. Your task is to efficiently convert that wilderness into a late-medieval settlement. I was initially excited about Banished because...

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