When Alignment Doesn’t Matter

Many games try to make character development interesting by allowing you to make good and evil decisions throughout the game. Here is a thought exercise: what do you get when a character makes a good choice, then an evil choice, then an evil choice, then three good choices? SW:TOR and many others will tell you this is a good character, completely eradicating the fact that at some point the character was evil twice.

Alignment systems with one axis are pointless. They lack the sensitivity needed to create interesting characters because they only indicate the winning opinion and can’t remember the number, pattern, or frequency of opposing opinions.

If you’re only using one axis to keep a tally of good vs evil, there’s only one interesting decision to be made, once, at the beginning of the game. Will this character be good or bad? Once you’ve made that decision it makes all the calls for you in the future. If you decided to be an evil character than at all decision branch points the evil choices are positive points and the good choices are negative points. If you mistakenly choose good choices your character ends up not evil enough.
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Everything You Know About Video Games is Wrong

Look at that troll bait headline! To clarify a bit, everything you know about video games is actually right, but only when talking about a niche of game players. This niche is called hardcore gamers. What makes you wrong is when you try and apply all your insights about this niche, years of information gathered from thousands of hours playing games, to the much larger set of all game players in existence. A surprising amount of professionals are making this mistake RIGHT NOW. Not making this mistake actually puts you in a minority of people that are poised to be successful in the coming years of video gaming.

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Bloody Fun Day

Back in November I flew to San Diego to meet up with the rest of the Urbansquall team for our annual get together. This year’s theme was a game in a week. We rented out two hotel rooms, opened the connecting door in the middle, and spent five days doing non-stop game making. The fruit of our labor was a demo for a little game we called Bloody Fun Day. After another couple weeks of updating the game in my free time, we were ready to release it into the wild. And what happened then?

Bloody Fun Day

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