A Little Cheating on ‘The Facebook Diet’

Very often I’ll write something that I think is perfectly clear, and be amazed by what readers take away from it. Sometimes this is educational for me, and helps me improve my work by discovering areas where my words were not as clear as I’d thought. (Typos! Sentences that sounded better in my head! Jokes that are only funny if you memorized all the insult-swordfighting from every Monkey Island game!) Other times a commenter will so thoroughly misinterpret what I’ve written, that I wonder if I’ve phrased something really poorly, or if the commenter is willfully misreading.

My review for Geek of The Facebook Diet was recently quoted by the publisher, which surprised me because I didn’t much like the book and I don’t think I left any question about that.

misquoted

What was quoted:

A light-hearted giggle on how everyone’s addicted to Facebook.

Geek Magazine, Meg Stivison (Jan 31, 2013)

What I actually said, in the real piece for Geek Magazine:

Reading through the intro and the jokes, I couldn’t tell if the book is meant to be a light-hearted giggle on how everyone’s addicted to Facebook these days, and we’re meant to all recognize ourselves and our own habits in the cartoons, or if it’s meant to be denouncing kids today and their pointless internet socializing and how much better offline, “real” interactions would be. Either way, there’s unfortunately not a lot to relate to in the comics or jokes.

I mean, it’s not made up out of thin air, but I’m pretty sure this is not a good faith interpretation of what I wrote.

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Solstice Flowers

winter flowers
paperwhites

Is it spring yet?

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Review: Prehistoric Park on Game Industry News

Just did a guest piece over at Game Industry News about Prehistoric Park. GiN is a great outlet, with a great team, and it was awesome to be part of it! Sadly, I wasn’t quite as impressed with the game I reviewed.

Each new attraction must be placed with entrance and exit on a path, and all paths must be connected, because amusement park visitors can’t step on grass. Only the most considerate Neanderthals visit the park! There is, of course, the obligatory prompting to spend premium currency to speed construction along, a pretty standard mechanic in freemium games. Choose rides and attractions, add amenities like a water fountain and a resting bench for tired cave people, and design a charming prehistoric theme park for little cave people to enjoy!

From there, it is a fairly typical round of upgrading attractions, repairing attractions and adding new attractions, while being prompted to spend premium currency to do these things.

via Review: Prehistoric Park  – Game Industry News.

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Audio Design

game sounds

Complete text of the lesson I gave my students on choosing sounds for their games. (Parents can thank me later.)

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I Heart Chaos — New What Would I Say? app

Surprising no one, I make a pretty snarky bot.

wwis

New What Would I Say? app pulls and respins your Facebook updates into new updates. Think Darius Kazemi’s @TwoHeadlines mashup bot on Twitter, but thoroughly infused with your Facebook personality.

Users need to sign in with Facebook on the WWIS site to create their own WWIS updates, and then choose which ones to share. Woke up with Ex-boyfriend is one that I decided to keep private, but in general it’s something I actually wanted to share. My friends’ botted and shared updates were hilarious, if grammatically painful, capsule versions of their personalities.

via I Heart Chaos — New What Would I Say? app :: Meg Stivison

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Mining and Crafting with The Blockheads

blockheadsThe Blockheads is a free-to-play iPad and Android game, in which players explore a sandbox-style, procedurally-generated world, where they can build with with blocks. The game has a strong resemblance to another, very popular game full of, um, mining and crafting, if you know what I’m saying.

Only Blockheads is cuter, and offers a better UI. (In the time it took me to quit walking into things and punching trees in Minecraft, I had a Blockheads house and garden going.) The world is surprisingly pretty, considering almost everything is a cube, and includes distinct biomes to explore. Or just raid for resources, I’m not judging. The world cycles through seasons and times of day, creating lovely sunrises and snowfalls on my blocky domain.

Players can customize and name their Blockhead avatar, allowing for much more personality than Minecraft’s default Steve, without complex modding. Avatars can be female too, to the great excitement of several Minecraft-ing ladies I know. I love mining and exploring even more if I can do it with pretty hair.

Unfortunately, Blockheads also resembles Minecraft with some of the tedious inventory management. Does anyone enjoy this? Does opening trunks and baskets add anything to gameplay at all? (Is it for realism, after I just hit a tree with a shovel until it became cubes of wood?)

Blockheads can be a big world for a little avatar, so warp in a second, playable Blockhead, play a local game with a friend, or join multiplayer games through GameCenter. Most of my local, multiplayer game experience was Civ marathons in college, which usually involved about an hour of network troubleshooting before a game could start, and so I’m still amazed when it only takes a couple of seconds to send a Blockhead into a friend’s world.

Like most free-to-play games, Blockheads offers real money options to speed up game progress, Players can either buy time crystals to spend on speeding specific actions or buy a speeding powerup for everything. And, like most free-to-play games, Blockheads slows down game progress enough to make those in-app purchases tempting. My complaint is not with Blockheads itself — this charming game is well worth a much higher price point — but with the common monetization model of demanding payment to correct game balance in freemium games. It’s sad that floods of freemium games make it harder for iOs developers to just set a price for a game, and there’s something particularly soul-crushing in suckifying a game and then charging to unsuck it.

boat blockheadsBlockheads offers the addictive gameplay of exploring a randomized world, and uncovering treasure-filled caves, growing a sweet little garden, making and dyeing clothes, building homes (but why build a house when you can build greenhouses and igloos and underwater palaces?), making furniture and decor, and generally creative gaming. Blockheads further encourages imaginative play by giving achievements for everything from the obvious to the ridiculous, from the exciting entrance to the iron age or the discovery of the North Pole, to the ridiculous creation of a tin-foil hat.

I will spare you the detailed descriptions of all my blocky building adventures, but I’m pretty pleased with my indoor plumbing, secret treasure room, multi-biome greenhouse, and of course the Blockheads version of my favorite outfit.

Oh, and you don’t need a wifi connection for single player, making the Blockheads world an ideal escape from wherever you’re stuck.

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December Meeting of IGDA NC Triangle Chapter, Hosted by Themis Media!: Triangletech

Please join us at Themis Media in Durham, NC for IGDA NC Triangle’s December meeting! This month’s talk, “Press Kit Hacks for Indie Devs,” will be given by Meg Stivison at 7:30 pm.

Meg Stivison has worked on the development of games including Next Island, Empire Online, Verge Games’ Grumpy Goats, and two Nancy Drew titles. She writes regularly on games and gaming culture for Indie Games Magazine, Hardcore Droid, and other outlets. She blogs on games and life at SimpsonsParadox.com

“Press Kit Hacks For Indie Devs” will help independent game developers get the most out of the limited time they have to spend marketing and promoting their game.

Going indie, instead of going to work for a studio, is often a conscious choice to focus on developing the best game possible without input from investors or marketing people.

Unfortunately, the App Store is flooded with games, and without any marketing, some really amazing indies get lost in the noise. This discussion will focus on painless and spam-free ways to promote your new indie game.

via Triangletech.

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Not Intended For Children

screamland CPL

Dear Chicago Public Library,

This isn’t a children’s book. You are making a terrible mistake.

Via Harold’s blog

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I’m (Not) Sorry: Thanks, Indie Game Magazine

sp screenshotI’m Sorry: The Rise And Fall Of The Indie Game Magazine is written by Mike Gnade, the founder, former owner and former E-I-C of Indie Game Mag,  and posted by Chris Priestman, another IGM alum, over at Indie Statik.

This article is written by Mike Gnade, founder and former owner of The Indie Game Magazine (IGM) and founder of IndieGameStand (IGS). He was upset with what happened with IGM after he let it go and wanted to have a final say on what IGM meant to him and others.

Actually, I want to quote the entire article here, because basically every line of Mike’ experiences trying to balance IGM, other game work, a regular 9-to-5 and having a personal life sounded familiar to me. But I must quote at least this part:

These indie game developers that I had discovered were really nice and were sending me free games to write about on my stupid little Blogger account. I needed this outlet from my regular day job, and I found myself rushing home to these experimental and creative games, playing them for hours, and then writing up a review

That was also my experience coming into indie games and game reviewing, only I was also lucky enough to stumble onto an encouraging editor like Mike, and then meet other amazing people at IGM, and then go to shows and conferences for IGM.

I wrote on Mike’s article:

When I wrote my first piece for IGM’s issue #3, I was so happy to be writing about games for a real, live magazine, and so happy to be part of this community of creative and thoughtful gamers! IGM has been a a great community and led to many other opportunities, I think for us all.

I wrote for IGM for 4 years, which has outlasted relationships, jobs, and home cities for me. Writing for IGM has helped me launch my career in games, by letting me attend shows as press, building my clips, and most importantly giving me that feeling of being a working journalist in a community of dedicated indies.

I wonder, too, if there are times I could have done more for IGM. I work in game development, which means insane crunch hours, punctuated by unemployment (see previous re: relationships, jobs, cities, etc.), so when I had heavy workloads, I’d post now and then about indie games I happened to find interesting and exciting. In retrospect, I could probably have done more to promote the magazine.

Sure, IGM never paid all that much (for totally understandable reasons, not because writers weren’t valued!), and yeah, I wish more of the amazing conversations about individual games and the indie industry were at the bar instead of via email. But I was very lucky to be part of Indie Game Magazine.

IGM gave me four good years with a great magazine. Thank you.

Via I’m Sorry: The Rise And Fall Of The Indie Game Magazine – Indie Statik.

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Fire Alarm

Today the fire alarm in our building went off, so my entire office shrugged,  took our laptops and chairs out to the parking lot, and used the wifi from the coffeeshop next door. I think these are my people…

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