To some extent, I feel like Hypnospace Outlaw is a fantasy about lower standards. It shows us a world where people are enthusiastically unashamed about their embarrassing art and makes us long to be similarly shameless.

My takeaway from :

1. Make games about stuff you care about. It will resonate with people.
2. Do your research when depicting trauma and marginalization, especially with narratives.
3. Everyone has a story to tell. We'll never have too many games, just like we'll never have too many poems.
4. Open source your writing tools. Someone else might use them.

Registration for NarraScope closes tomorrow night. This is the IF conference I'm helping to organize in Boston.

I replayed Prince of Persia (2008). It got me thinking whether that game's ending, which so many people talked about, has been followed up in the past ten years of game design.

Thoughts on IGF finalists that I had mixed reactions to: Unavowed, Genital Jousting, Hypnospace Outlaw.

Musings on what kind of game _Extrasolar_ was. (Still is, but it's shutting down at the end of the month.)

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