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Articole: 13
  1. what we give up for others

    in my early adulthood, I had a lot of strong, loud opinions that were contrary to the common consensus among my social circle at the time.

  2. "the faster I walk, the smaller I am" reflections

    lately I developed a bit of an inclination towards realistic fiction. the last several years have mostly seen me reading fantasy, but after receiving some ebooks from someone else's to-read pile I got curious. first, around June, I was reading The Tombs of

  3. (ttrpg) rolling for interest - how I run games

    this is my first post about ttrpgs!

  4. a computer game is an instrument

    this is an indirect follow-up to my other blog post, games are hard, where I examine how computer games work and what about them makes them meaningful to me. computer games (as in video games) are many things, and though I'm far from certain all the things

  5. Elric of Melniboné reflections

    I've found Elric of Melniboné a bit disappointing to my own interests. about as soon as I became disappointed I wanted to immerse myself in the context it was made in and its importance, and if nothing else I can appreciate it for that. but, for me, I thi…

  6. games are hard: friction, fluency and meaning

    books, when they're hard, ask you to make meaning out of the abstract. movies, when they're hard, ask you to experience unpredictable images, sounds and places. videogames, when they're hard, ask you to learn to live as an alien in an unknown world. in th…

  7. dragon quest 1 notes

    following are some personal notes I took while playing the NES version of dragon quest 1 (dragon warrior) an inn visit will cost around 2 encounters of nearby enemies worth. when you're likely to reach these inns/towns, those encounters will be a consider…

  8. quantum creativity and fixed-parameter design

    this blog post further develops ideas I've explored previously, such as in "what if we don't need to write flexible game code?"

  9. project modeling

    increasingly as I make games, I find the main limitation to my ability to craft a game isn't necessarily workload (if only because I think I've become pretty good at scoping thoughtfully), but instead my ability to model the project in my head. when I can…

  10. killing fools reflections

    these are reflections on my experience with sraëka lillian's "killing fools", their latest weekly rpg sketch. you can find it here. spoilers below!

  11. "mentality" and making games pt.3: creative homeostasis

    this is part 3 in my series about "mentality" and making games. in part 1, I linked "mentality" in fighting games to creativity, and in part 2 I reflected on my relationship with "failure." homeostasis is the process by which living things maintain intern…

  12. "mentality" and making games pt.2: the long shadow of failure

    this is part 2 in my series on "mentality" and making games. previously, I connected "mentality" in fighting games to craft. to read that post, click here. in creating video games, much like most other things, I am a "failure." while at my worst moments I…

  13. "mentality" and making games

    my neocities site seem to have broke :( so I'll be using my bearblog again for the moment!