Mike Bithell wrote a post, "On cliques," about his perspective on exclusivity in the indie game scene. I think the example he gives, of going to a party while not really knowing anyone and then getting upset when no one is dying to talk to him and then feeling foolish for getting upset, is understandable and human. I'm sure everyone's felt that way at some point. It sucks to feel like you don't belong.
At the end, he says everyone should talk more, and try to be more understanding of each other, and I think that's good. Let's all do more.
However, I've seen some other peoples' responses and takeaways that strike me as, uh, callous, or even poisonous.
Monday, November 11, 2013
Sunday, November 3, 2013
#0hgame and making games in zero hours.

The way you hear the video game industry tell it, the problem back in 1983 was that video games weren't gatekept enough -- too many people were making games, and that's terrible for The Gamers because that results in low quality games flooding the marketplace! Newsflash: shit floods the AAA marketplace all the time anyway. What they really wanted was control, control over who got to make games and who got to play games and who got to call themselves game developers.
So here's the deal: every game you make is valuable, no matter what AAA says or what AAA has trained its customers to hiss at you. Take any excuse to make a game: make small games as gifts, make games as jokes, make games for school projects, make games because you feel like it, or make games because daylight savings is turning back the time an hour which allows you to claim that you made a game in "zero hours."
I clicked "get theme" and got "sombrero." So I made a game about a sombrero.
Enjoy, or don't enjoy -- because really, I didn't make the game for you.
Monday, October 28, 2013
Queering Game Development, slides
Hey. QGCon just ended and it was a blast. I'll post more thoughts later.
For now, here are the slides from my talk, "Queering Game Development", which I think was fairly well-received? Some of the slides may not seem very clear / might need some unpacking; I'll post a more comprehensive essay adaptation of the talk later too, or maybe make a video? (EDIT: recording of talk on the archived stream starts at around 2:37:00)
For now, here are the slides from my talk, "Queering Game Development", which I think was fairly well-received? Some of the slides may not seem very clear / might need some unpacking; I'll post a more comprehensive essay adaptation of the talk later too, or maybe make a video? (EDIT: recording of talk on the archived stream starts at around 2:37:00)
Tuesday, October 22, 2013
The Game Studies of Game Development

This is an excerpt from "Queering Game Development", a talk I'm giving at QGCon (October 26-27) at UC Berkeley. Registration is free and open to the public.
You could see "games", as a complex field of theory and practice, as roughly the sum of three sub-fields: Game Studies, Game Design, and Game Development.
Thursday, October 17, 2013
"Developing a Half-Life Mod: Science and Industry" at NYU Game Center, Oct 23

2 Metrotech Center, 8th Floor Lecture Hall
Wednesday October 23, 7pm
RSVP for the event; free and open to public.
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