Items for September 2020

Why PyGame is Slow

Tags: graphics, programming, case study

The Digital Antiquarian talks X-Com

Funny how this most beloved strategy game is my least favorite of Julian Gollop's. I loved Laser Squad to pieces (and its isometric PC remake), but X-Com turned me off right away with its real-time strategy component. No-one would play a pure tactics game, you say? Fine, let Square Enix eat your lunch. As for battles fought in deep space for unclear reasons... Space Hulk, anyone?

Maybe lay off the obsession with grandeur, people, and just make good games. Capitalizing on the zeitgeist, now that's another story. And hey, I wrote plenty of fiction exploring the same couple of themes. Just not exclusively.

Last but not least: so, if they had canceled the game as told, the publisher would have been in big trouble? Business: always dumb as rocks. Stay well away.

(And yes, dammit, the turn-based tactical battles are the real game! The other half is the filler! Surprise!)

Tags: classic, strategy, history

Révélations sur l’histoire de la fiction interactive

A write-up (in French) about the perils of researching videogame history. And this is about events from only 40 years ago: within my lifetime!

Tags: adventure, history

Audio Accessibility Features for Roguelikes

Tags: rpg, game design, concepts

Building Cogmind's Ambient Soundscape

Tags: game design, technology, concepts

The Making of Dune II

The birth of the real-time strategy game

Tags: classic, strategy, history

The Nintendo Famicom Clone Craze

How “famiclones” spread all over the world

Tags: obscure, hardware, history

What does a Level Designer in games do?

Interview with Jonathon Wilson, Hangar 13 Games

Tags: game design, concepts, interview