Braid: Unforgiven.

Since I’ve solved all of Braid’s puzzles, I’m less annoyed than I initially was by how finicky and tightly wound some of them are.

Where my mouth is.

Why the hell am I not making games about “nurturing, growth, and affection,” or helping players “create new experiences for each other”? I need to put my money where my mouth is.

Games I’m not playing.

The flow of awesome games that I just don’t have time to play continues unabated.

Advance Wars: Days of Ruin.

Even though the characters and story are lackluster, I’m still pouring much more of my time than is healthy into Days of Ruin, because the gameplay has gotten deeper.

GDC 2008: Thursday: Character, immersion, social media, instrumentation

Brain dumps from Thursday at GDC.

GDC 2008: Wednesday: UCG, procedural music, AI, narrative design.

Notes from the first day at GDC.

Duels.

The nice thing about Duels is that it’s web-based and asynchronous, which means that you can level up and earn cash without having to spend hours pressing the same sequence of action keys over and over again.

The Little Things: Super Mario Galaxy.

I am apparently so easily amused that you don’t even need to give me a game to make me happy — a good UI is good enough for me.

Halo 3.

I think I’m just going to have to accept that it’s one of those great American institutions that I can’t quite manage to wring much enjoyment out of, like football and Manifest Destiny.

Interview in the Voice.

There’s a very brief interview with me in the fall issue of my alma mater’s alumni magazine, the Carleton Voice.