As of 1/3/18
I do this in my spare time so I often have a long backlog of ideas that I want to write, but don’t have time to get to yet. Sometimes I have an idea floating around for years before I get around to actually writing it.
So, here’s my backlog list. If there’s something on this list that you’re really interesting in seeing me write, then just contact me and I’ll try to prioritize this in my schedule:
Fun Gun Award for the Chronal Magnum in Midnight Star
Fun Gun Award for the Bolo gun in the Total Recall film remake from a few years ago
Analyzing how certain game mechanics for Protoss (carrier, reaver) are similar to the Zerg and what this says about the narrative of Starcraft.
A gonzo post where I play an alpha version of Half-life 3; is a sequel to an old post I made back when it was still Half-life 2: Episode 3
Post-mortem of a flash game I made
Post-mortem of some single player maps I made for Marathon: Infinity
Piece about the artistry in Myst and how it was the “first” art game
An idea for a game where the core mechanic revolves around getting the monsters to fight each other
A look at how the psychological phenomenon of cognitive dissonance and effort justification can make difficult games, such as dark souls, seem more enjoyable and more fun than they actually are (or even make unenjoyable games seem enjoyable)
A look at the concept of constructible environments and why they don’t appear in more games; basically the gameplay mechanic opposite of destructible environments (something I talked about in an older post, but i was doing it with an experimental satirical, gonzo narrative style; this post would be more direct and straightforward)
An idea how using constructible environments and conflict displacement can remove the boredom of backtracking through areas of a game you already beat
An idea for a game where the player researches alien life; inspired by when I played the demo to starcraft
A gritty, narrative reboot of the alien races in FTL (basically giving them descriptions and backstory that are more gritty and ~real)
A defense of the “Library” level in Halo: CE, and how it functioned as a precursor to the Horde or Zombie modes of later games, a mode which has its own entire genre now.
A look at Prince of Persia: Two Thrones and how this series with platforming puzzles managed to turn combat into puzzles as well.
A look at one particular puzzle in Machinarium and how it increases immersion by breaking the 4th wall, because of how it’s solution fits into the narrative world of the game.
A post about how to create sympathy for the player’s enemies, by looking at Shadow of the Colossus and its ending.
A further look at how Riven tells stories through its mechanics (a follow up of a previous post I did on this subject).
Maybe a post on my thoughts about Rain World and how it functions as a puzzle game; an expanded version of a tweet thread I did a while back.