Monthly Archives: November 2008
So, granted, this will seem a little less insightful since Jason Rohrer’s latest game Between, but I wanted to write about the lack of a certain type of coop game – a romantic coop game.
Given that game developers do generally pontificate on creating a game “love story” (ala the GDC 2004 Game Design Challenge), why don’t we even have the simplest experience you can play, in a romantic fashion, with your loved one?
At AIIDE a few weeks ago, I was impressed with the number of interactive storytelling presentations. Granted some still occasionally fell into the vein of “and here the AI will calculate how to tell an amazing story”, which seems like an at least partially flawed approach.
There’s been a number of games in past year or so that have dipped their toes in the simplest water of this sort, giving us simple good and evil choices, letting us decide which end of the spectrum we want to progress towards. There’s one word that comes up pretty frequently in conversation with story-minded folks to describe their dramatic pacing – muddy.
So last weekend I was in Mexico City for the Day of the Dead, which was awesome.
I’ve had a slight fascination with this holiday since, well, you guessed it, Grim Fandango. The game is celebrating its tenth birthday this year.
Here’s games that inspiring learning about other cultures – Happy birthday Grim Fandango! Have another cake from me:

I do still have a job a EALA. Unfortunately a number of incredibly talented friends now do not. If you’ve got work, big or small, I’d be happy to pass along contact info.
Also, a slightly more regular blogging schedule should (hopefully) resume soon.