Monthly Archives: March 2010


The Prosperity Commission transportation facilities are designed for the utmost safety and reliability. They are equipped with weapon dampening fields, highly-trained security forces, and four redundant computer cores. You are the third backup computer core for a facility under construction. You should never have to wake up. Something is wrong.

Download “Backup” from Ludus Novus.

To play the .zblorb file, you will need a Z-machine interpreter, which is like a media player for interactive fiction. If you use Windows, I recommend Gargoyle. If you use Mac OS X, I recommend Zoom. If you use Linux, I recommend the Linux version of Zoom.

Ludus Novus 019: False Narrativism: Awesome Zone

This podcast episode is about an unreleased game from 1990 that a guy showed me at GDC. It’s called Awesome Zone, and it was created by developer Theodore Alby for a company called KnowSoft over the course of a six-week nervous breakdown.

The music for this episode is from “Three Goes On Forever” by Time Slips By, and is available under a Creative Commons Attribution-NonCommercial-Sharealike License as part of the compilation Ctrl-N.


The page of choice at Rose was, of course, Goatse.

Somehow I got the idea of destroying laptops in my head during my second quarter at Rose. How weird. I wonder how that happened…

Perspective and What is Visible

I’ve been thinking lately, as I’ve been playing around with 3D tools like Unity, about the nature of perspective and visibility in games. Most games limit the amount of information that the player can see. It’s very rare to see a game where the entire game world is visible from the beginning (see “Flood the Chamber” for a counterexample that does). This design decision, of how much of the world to show and how much to keep hidden, doesn’t get enough credit for its importance to the nature of a game.
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