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Michael Abbott
Indiana, USA
I write and host the Brainy Gamer blog and podcast.
Recent Activity
Shooter apotheosis
Posted Apr 9, 2013 at Brainy Gamer
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30
Brainy Gamer Podcast - Episode 41
Posted Mar 26, 2013 at Brainy Gamer
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Brainy Gamer Podcast - Episode 40
Posted Mar 19, 2013 at Brainy Gamer
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8
Brainy Gamer Podcast - Episode 39
Posted Mar 15, 2013 at Brainy Gamer
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2
Brainy Gamer Podcast - Episode 38
Posted Mar 11, 2013 at Brainy Gamer
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Why baseball is better than democracy
Posted Feb 19, 2013 at Brainy Gamer
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Welcome aboard, Gilad! Nice to see you again. I found this thread on GOG's site very useful. I think it will answer your question.
http://www.gog.com/forum/system_shock_2/system_shock2_faq_patches_mods_recommendations/page1
Vintage Game Club: System Shock 2
When we discuss great games, we often cite particular moments burned into our brains: seeing Hyrule Field for the first time in Ocarina; the chainsaw zombie in Resident Evil 4; the death of Aeris; "Would you kindly..."; "The cake is a lie"; emerging from the sewers to gaze on Cyradil for the ...
Hi Matthew. I think I like SS2 more than you, but I take your point. One of my hopes in playing through the game with a group of motivated players is that we'll engage these questions and fairly situate SS2 among other games that invite comparisons. SS1 is obviously one of those games. I personally find SS1's controls frustrating and its atmospherics less compelling...but it's been quite a long time since I played it. I'm guessing a fair number of people will give SS1 another go now that SS2 is in the limelight. If I can find time, I'll be one of them.
Vintage Game Club: System Shock 2
When we discuss great games, we often cite particular moments burned into our brains: seeing Hyrule Field for the first time in Ocarina; the chainsaw zombie in Resident Evil 4; the death of Aeris; "Would you kindly..."; "The cake is a lie"; emerging from the sewers to gaze on Cyradil for the ...
Vintage Game Club: System Shock 2
Posted Feb 14, 2013 at Brainy Gamer
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The stuff of Fairy Tales
Posted Jan 30, 2013 at Brainy Gamer
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I have deleted several mocking and hostile comments in this thread from Mercber. The ones that remain are there to account for the views I perceive he's attempting to communicate. Those I deleted have no apparent constructive content.
I'm grateful for responses to my posts, but my blog is a place for thoughtful, civil discussion about games. I'm sorry you were targeted here, and I'll do my best to make sure it doesn't happen again.
The humble case
A few days ago, I wrote that reasonable people have genuine concerns about the effects of violent video games - and depictions of violence across media - on our kids and society at large. In the aftermath of Sandy Hook, harsh critics of video games have pitched drastic measures to curb violen...
The humble case
Posted Jan 15, 2013 at Brainy Gamer
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Notes from the wild
Posted Jan 7, 2013 at Brainy Gamer
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X of the Year
Posted Dec 13, 2012 at Brainy Gamer
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I've had the same thought. I would need time and the design chops to do it...neither of which I have. :-(
Skyrim for small fry
Good teachers know something about kids that most game developers have yet to learn: don’t underestimate them. Don’t equate accessible with dumbed down. Pitch high and they will reach. Child-focused games tend to be bouncy boilerplate trifles meant to appeal to kids’ imaginations - and there’s ...
Gallery of goodness
Posted Dec 6, 2012 at Brainy Gamer
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The wreckage and the way out
Posted Nov 15, 2012 at Brainy Gamer
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Bookmarked. Thanks, Grayson!
Emotional experience through a gameplay world
The nature of our terms affects the nature of our observations. --Kenneth Burke We need a better way to write about games. I don’t mean a new form of journalism. I’m not seeking the Lester Bangs or Pauline Ka...
I agree that responses in the form of art would be especially useful. We could make a pretty convincing case that much of the great art produced through history has been some kind of response to art that came before it.
I thought about your second point as I was constructing the word clouds. The kind of wring you describe would produce words that might never appear in these clouds. But, frankly, I see very little of such writing about games.
I think the bigger point I'm trying to illustrate is the homogeneity of terminology across different games. We over-use generic words and jargon, relying on them to communicate in a shorthand sort of way ideas and observations that deserve more careful consideration. I don't mean to suggest there is no good writing about these games; only that there is so much generalized writing about them.
I do think Journey produced more powerful criticism (and more writing in total), and a close look at its word cloud indicates less concentration on a few words in the middle of the cloud and a greater variety than the other two.
Thanks for your comments!
Emotional experience through a gameplay world
The nature of our terms affects the nature of our observations. --Kenneth Burke We need a better way to write about games. I don’t mean a new form of journalism. I’m not seeking the Lester Bangs or Pauline Ka...
Emotional experience through a gameplay world
Posted Oct 24, 2012 at Brainy Gamer
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39
Crafting wonder
Posted Oct 15, 2012 at Brainy Gamer
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7
Heh. Yes, I probably shortchanged those moments a bit.
What a life
I know a game designer. He is quiet. Absorbed. A bemused observer. The one who notices patterns. The smart kid who sat in the back at school, bored out of his mind. He is a builder, but for as long as he can remember he's been caught between two conflicting impulses: save the world, or blow ...
I'm a big fan of Duncan's work. I think we share an anthropological interest in game designers and their work. :-)
What a life
I know a game designer. He is quiet. Absorbed. A bemused observer. The one who notices patterns. The smart kid who sat in the back at school, bored out of his mind. He is a builder, but for as long as he can remember he's been caught between two conflicting impulses: save the world, or blow ...
My post is a composite sketch of many designers I've met.
What a life
I know a game designer. He is quiet. Absorbed. A bemused observer. The one who notices patterns. The smart kid who sat in the back at school, bored out of his mind. He is a builder, but for as long as he can remember he's been caught between two conflicting impulses: save the world, or blow ...
What a life
Posted Oct 4, 2012 at Brainy Gamer
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