• "Look, all technology breaks sometimes. I’m not saying that new is bad because it’s buggy; I promise you, the old stuff broke too. You probably do not want to go back. But there’s a difference between “the car broke down” and “the car got lost”. One is a fragility of *things*: if you drive a car, you need to take responsibility for keeping it in good shape. It’s a scarcity problem. But the latter feels more like an abundance problem: it’s fragility of *something*, I just couldn’t put my finger on what."

    I liked this paragraph.

  • "Just the Docs gives your documentation a jumpstart with a responsive Jekyll theme that is easily customizable and hosted on GitHub Pages." As used by the excellent update monome docs – this is a really great template for clear, searchable documentation. You still have to write the docs, of course, but this is a great format for that output.
  • "The two points I want to focus on here are about Ricky’s initial attitude about this warehouse idea and about the fact that he made this prototype ‘to surprise me’

    Earlier I said that Ricky and Nate were sick of hearing about this idea. That was an understatement. In reality they openly mocked it. They had a running joke that I should call it ‘Clown Warehouse’ and make all the things in it clown paraphernalia. I wasn’t particularly hurt by this. It was good banter. It’s kind of how we talk about game ideas a lot of the time. 

    But then Ricky made a prototype to surprise me. (Not to mention spending months taking it from a prototype to a finished game.) And my point is that this is how friendships work. These expressions of good natured antagonism and affection, Winding someone up one day and giving them a nice surprise another, are the hallmarks of real friendship.

    If you make games and your game development process isn’t like this you are doing it wrong. In my opinion."

    This whole article from Dick Hogg, on making Wilmot's Warehouse, is a delight. On making parts and working out what a game is later; on friendship; on playtesting; on games with endings. Just great.

  • "…in my personal life: to do things without making them a project in themselves. To have some rubbery-ness, greater fluidity, create space for criticism that isn’t going to kill whatever it is I am trying to do. To have more ‘unoptimisable’ time. To be physically engaged and not wrapped and/or rapt in my own head. To be shit at some things. To be present." This is good, from Greg; I ache for some of those feelings.