Appearance on Indiepocalypse Radio

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A couple of weeks ago, I appeared on Indiepocalypse Radio – Episode 0123 along with Kaile Hultner, editor of No Escape, and ebi-hime, developer of Girlfriend Simulator and other visual novels. During my segment, I got to speak with host Andrew about my game What Lies Underneath (which appeared in No. 32 of the Indiepocalypse zine). We talked about game design, the value of constraints, and the crossover between poetry and games.

Listen to the episode below or on Spotify here.

Games I Played In September 2023

Games
silhouette of a forest and lookout tower against a moon in the background
Firewatch (developed by Campo Santo)

Firewatch (Campo Santo) is a beautifully melancholy adventure game. After a short prelude about loosing connection with his wife to early onset dementia,  Henry takes up a post as a fire lookout in Shoshone National Forest with his only contact being with his supervisor Delilah via radio. As the player navigates the beautiful forrest settings, they learn about other lookouts who left notes in various drop boxes and uncover a mystery amid the trees. 

Thoughts on Getting Over It with Bennett Foddy and Other Games I Played in August 2023

Games, Review
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By the time I got around to Getting Over It with Bennett Foddy (which I’m playing on my phone using the touchscreen), I was well aware of the game’s reputation for inducing rage and frustration in its players. I had watched a number of Let’s Plays, in which gamers (particularly Markiplier) lost their cool, screaming in rage as they failed over and over again.

The game is based off a simple mechanic: a man in a cast-iron pot swings a hammer to climb the mountain — but its actual execution is exceedingly difficult. The hammer doesn’t swing the way you expect it to, and it takes a significant amount of trial and error to simply figure out how it functions and get over the first tree you encounter in the game. Not to mention the increasingly difficult challenges that lie ahead.

I’ll write a bit more about my ongoing struggle with trying to beat the game (I am very stuck at the moment) and how it makes me feel in another post. Short version: it is indeed frustrating, but in a way that I personally find oddly satisfying.

For the moment, I’d like to focus on the way Getting Over It approaches game writing — rather than providing a traditional narrative, the game presents a more philosophical approach. When the game opens up and the player faces the first obstacles, Bennett Foddy begins his narrations by warning the player about the challenges ahead:

A Handful of Things I Learned from The Game Writing Guide by Anna Megill

Books, Games Writing, Review

The Game Writing Guide: Get Your Dream Job and Keep It by Anna Megill is a wonderfully practical guide to understanding how to build and maintain a career as a writer in the games industry. Her advice — which is based off interviews with dozens of writer mentors, as well as her own experience writing for games such as Fable, Control, and Dishonored, among others — runs the full gamut, from job hunting, writing resumes and cover letters, building a portfolio, and interviews to moving up within the company once you have the job and leadership roles.

All of this advice is delivered in simple, well-organized, and straightforward manner — with little dashes of humor sprinkled in — making the book easy to ready and follow. Where Megill is less confident in her commentary, she admits so upfront and presents insights of other mentors or other avenues for seeking this information.

With so many folks vying for writing jobs at the moment, I thought I’d highlight a few of the takeaways I found particularly helpful thus far. Each of these bits of advice are primarily on the job hunting side of things (as opposed to the job keeping side), since I’m still at the stage of looking for full-time work in games.

Games I Played in July 2023

Games, Review
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Playing Giant Sparrow’s powerful and moving game, What Remains of Edith Finch, for a second time was just as wonderful and heartbreaking an experience as it was the first. In particular, this second time around, I was impressed by the way the game layers narrative through multiple unreliable narrators. 

Primarily there is the titular character Edith Finch, who narrates most of the story in a journal. As she returns to her family home — pregnant and uncertain about her future — she explores the house, digging through the objects, photographs, journals, and messages left behind. Her words guide the reader (and player) through the rooms of the house and into the past, as she wonders why her family has maintained such a history of tragedy and loss. Is her family really cursed? Or has her family merely given into the narrative of being cursed, allowing it to lead them become reckless in the way they approach their lives?