Monday, September 21, 2026

Big Picture Game Design

In Resident Evil, I’ve entered a room, and there are three zombies between me and the exit. I can shoot them, stab them, run by them, or go back the way I came. Shooting them is the safest option, but there’s only so much ammo across the whole game. Stabbing or running by them saves ammo but risks burning health, and healing items are also limited. Will I need to backtrack through the room later? If so, it might be worth spending the resources to clear it out. Otherwise, I may want to risk running through it.

In Fire Emblem, I’m preparing for a mid-game map densely packed with enemies. I’ve already failed the mission a few times, and I’m deciding what to bring with me. I’m painfully aware there are only so many experience points, weapons, and units I have to work with across Eliwood’s campaign. Can I make it through the map with lower-level characters? Should I use my stronger (and lower durability) weapons now, or save them for later?

In DoDonPachi, I’m on the fourth stage miniboss. A very fast bullet pattern is hurtling towards me. I usually bomb it, but I set off two more bombs than I meant to previously in the run. I have to decide whether to attempt to dodge the attack, or risk running out of bombs during stages five and six. I have a dozen or so frames to make the decision.

Survival horror, SRPGs, arcade games. Dungeon crawlers, timer games, roguelikes. Some game design choices help make immediately engaging challenges. But some exist in service of larger arcs, arcs that can even encompass your entire run of the game. This is true across many genres and the whole history of the medium. This kind of big picture design has led to some of the coolest, most magical experiences I’ve had in games.

It’s also stressful, so players inevitably chafe against it. Designers respond, and you get SRPGs without permadeath, roguelikes with persistent progress, Ateliers without timers, arcade games without game overs. This is fine, as long as the developers understand that they’re losing something in the exchange.

By making you commit to your choices and live with your mistakes, by letting the specter of a whole game restart loom overhead, games create a different kind of drama than they can with individual, atomically-separated challenges. I can’t explain it unless you’ve experienced it. Playing a game like Resident Evil, a part of me is holding my breath across the whole 10-15 hour game. I only release it at the very end, when it’s finally clear that I’d saved enough resources to make it through. I think that tension is wonderful. It’s one of my favorite storytelling textures videogames are capable of.

The inverse can also be lovely, of course. I wouldn’t ask for a version of Celeste or Invictus with limited continues. By focusing on the micro over the macro, those games are free to drill down into their game language and create immensely demanding and engaging levels. They both have wonderful storytelling arcs, and they get there one checkpoint at a time. Both micro and macro structures are valid; both can be fun and interesting.

But there’s a misunderstanding that an arcade game with limited lives is innately harder than a platformer with save points, that a survival horror game is always crueler than a cover shooter. This just isn’t true. I’ve played arcade-y games I’ve cruised through effortlessly and games with infinite lives that have taken me weeks. I’ve played crusty old NES RPGs that lasted a few breezy sittings and modern RPGs with free respeccing and plentiful QOL affordances where I’ve been stuck on one boss for days.

The most meaningful currency a game can burn is your time. Many game textures I find interesting are frequently dismissed as a waste of time. But it’s fine when a 50-hour open world game drowns you in empty collectible sidequests. It’s fine when a roguelite asks you to play the same run over and over, not to learn the contours of the world and the systems, but to level up your persistent avatar until you have the raw numbers to succeed.

There’s a contradiction here, and it’s because it was never about “wasting time.” It’s about needing the game to pat you on the back and explicitly tell you how far along you are, that you’re getting closer to the end. It’s about explicit vs. implicit progress, the persistent vs. the ephemeral, playing to check games off your “backlog” vs. playing because videogames are fun.

In many well-crafted games, your “progress” is internal. You traverse the same chunk of game many times, learning its patterns, mapping out its spaces. There’s no XX% marker on your save file or list of steam achievements telling you how much you’ve accomplished. But you’re still learning the game. The progress you’re making isn’t any less real. There’s a wealth of beautiful experiences out there if you open yourself up to that.

Thursday, August 13, 2026

Game Reviews: Dragon Warrior and Dragon Warrior II

Dragon Warrior (1986)

What a lovely time. I've already played the GameBoy Color version and other remakes, so I knew I loved classic Dragon Quest. It was just time to prove to myself I could enjoy it even in its oldest and most cantankerous form. And I did! Effortlessly!

I've played a number of classic western PC RPGs at this point, and an odd thing about them is how decentralized the "fight monsters → get money and XP to get stronger → fight stronger monsters to get money and XP faster" loop is. Ultima III has only a few equipment upgrades, and leveling up only increases your HP — you have to find a specific endgame area to increase your stats. Questron's main progression method is save-scumming the casino. Grinding is important in Wizardry, but it's hard to feel a strong connection with your characters' growth when they could get decapitated by a ninja at any moment.

None of that's innately bad. (I'm also not saying this represents the full swath of CRPGs of the era; I'm just talking about what I've played lately.) The focus of those games is more on exploring, resource management, and puzzles than on the "make number go up" loop. But it can make them feel more like oddly presented adventure games than "RPGs" in the sense that I understand them. Dragon Quest centralizes and codifies the grind loop, and it felt exceedingly comfy to me coming off its more demanding contemporaries.

The language is admittedly bare. Devs needed the added complexities of Dragon Quest II (many of them borrowed from western PC RPGs, of course) to turn "the console RPG" into something you can spin a million lovely stories out of. But I'm glad to have the first Dragon Quest as a foundational one-off to enjoy and build on.

It's just a nice chill game to veg out to. (I played it while jet-lagged to hell.) The puzzles are nicely telegraphed. The dungeons are mazey enough to keep you paying attention. The mood and art are lovely. The princess is cute. I finished the game with a smile plastered across my face.

The arc here is the churning engine of a genre I adore. It's executed with a bare minimum of moving parts. It feels good to start off weak and grow strong; it feels good to leave a little digital world a happier place than you found it. What more do you need?

Dragon Warrior II (1987)

Dragon Quest took me three days to clear. Dragon Quest II took me a month of on-and-off play. The first game is a fun console romp; the second is undeniably a full-scale RPG.

It's divided into three acts. The opening is linear and gentle. You're led from one location to another as you recruit your full party. The second starts when you get the boat. The whole world opens up to you, and you're left to your own devices to slowly piece together its mysteries. The last act is a grueling climactic dungeon gauntlet.

The second act is the beating heart of the game, and to me, of Dragon Quest in general. Exploring the world, taking notes, and gathering crests is so goddam fun. Famicom Final Fantasy doesn't have anything as open-ended. By the time you get the airship in the first Final Fantasy, you've already explored a huge chunk of the map, and you're constrained in the order you can take on the remaining dungeons. 2 and 3 are even more linear. The overworld is a much larger part of Dragon Quest 2's character than many of its peers and successors, and the game's vastly richer for it.

The climax is what gives Dragon Quest II its dungeon crawler grit. I think its evil is a little overstated, especially on the NES version (where the final save shrine resurrects dead characters for free, which wasn't true of the Famicom version). The hit rate on the much bemoaned instant-death enemies is very low, and I didn't see a single casting of Sacrifice from the Gold Batboons. The possibility of getting screwed by bad dice rolls isn't an unforgivable design sin. It's a fundamental component of the genre's history and identity. If you want something you can mathematically solve, play a puzzle game.

But the dice rolls on the final bosses are admittedly very mean. They each have full heal spells, and use them randomly. Winning depends on raising your damage as high as you can, then hoping for a lucky string of turns. On top of that, even an extremely attentive player is unlikely to find the hero's best sword. Missing that tilts the odds even less in your favor. I had a lot of fun slowly making my way through Dragon Quest II's finale. But if every RPG had this much bite in the endgame, I'd probably get worn out with the genre.

If you step outside the big players into the larger world of Famicom, Super Famicom, and PC-Engine RPGs, you'll see an ocean of games that straightforwardly copy the language of Dragon Quest II. RPGMaker 2000, a tool which helped birth thousands of lovely personal expressive games, is software specifically designed to help you make games like Dragon Quest II. The game synthesized dozens of lessons from its predecessor and its PC contemporaries and codified the language of the console RPG.

It's an important game, but it's also a joyful one. There's a certain warmth to it that's hard to put my finger on. This is my third time through, and every time Traveling with Friends first plays, I well up. The challenges here are far more frightening than in the first Dragon Quest. The world is vaster, its mysteries deeper, its caverns deadlier. But you don't have to face them alone this time. I think that's really nice.

Wednesday, August 12, 2026

Game Reviews: Meteos and Metroid Dread

Meteos (2005)

This game consumed my heart and mind and soul for a week... Cleared all modes, got all the unlocks and endings, including the True Meteos ending. Took about twenty hours, which is by far the most time I've ever sunk into a game like this.

It's just a perfect little jewel of an arcade falling block puzzler. Launching full screens of blocks feels amazing. Holding L to fast drop blocks constantly while using the generous lock delay to extend your combos feels amazing. The Mission mode tactfully teaches you advanced play through a series of seemingly impossible demands and subsequent epiphanies. It uses the touch screen to better effect than any other DS game I can think of.

Sakurai's a genius; I'm adding him to my list of 00s J-studio auteurs I'm legit a fan of alongside forces of nature like Kamiya and Mikami. I've never been THAT into Smash, but this and Kirby Air Ride have made so happy in the last year. (And of course, his 90s Kirby entries are all-time classics.)

My Multi Mode high score is 851,080. Do you have what it takes to beat me...?

Metroid Dread (2021)

This is my first replay since the game came out — I'm ready to get some thoughts down, finally.

The discourse on Dread has me pulled in a lot of directions. The story has a considered and exciting arc to it. I appreciate how the game pushes the fiction forward from the events of Fusion. You don't fight Ridley, you don't fight any metroids. The game makes a lot of choices that help it feel like a real world and story.

There are some choices I don't agree with. The last EMMI encounter is anti-climactic. I don't like how the resolution there is telegraphed like two rooms before the scene instead of way earlier in the game. But the actual climax is thrilling and well-done. I like Samus's Dante-isms in the cutscenes. They're obviously having some fun refuting Other M's characterization, but it wasn't so over-the-top that it felt cloying to me.

The action design is pretty good. The bosses in the back half especially have a lot of exciting and kinetic design. I like the twin soldiers, Z-57, and the final boss the most. I had a good time learning the new boss rush, although it did make me conscious of how the earlier bosses are a little more Zelda-y and uninteresting. Hollow Knight obviously goes much further in terms of "Mega Man Zero bosses in a metroidvania," but I was happy with Dread's bosses.

The art design and music made next to no impression on me. It's a very plain and functional game aesthetically. ZDR doesn't feel as defined in my head as Zebes or even the BSL, despite (or because of) its much larger size.

I despise the overabundance of power-up gate types. It feels unbelievably artificial to run around bumping my head against charge beam doors, wide beam doors, grapple beam doors, missile doors, super missile doors, etc. It's a lazy shortcut around doing actual level design, a grating distraction that intrudes on the naturally pleasant frisson of being tactfully guided around a game world.

I don't know. I love Metroid Fusion, so the criticisms of Dread I've seen that amount to "I hate Fusion and this is a lot like Fusion" irk me. The story is cool, but not so strong that it distracts me from the genre-isms getting on my nerves. It's the best Metroid game since 2004, but is that really saying much?

The worst parts of Dread are when it feels like a "metroidvania" in the most formulaic and tedious ways possible. The best parts are the original and exciting set-pieces that played-out structure exists in service of. The end result is a decently fun time. That's as much and as little as I can say for it.

Wednesday, July 1, 2026

Game Reviews: Breath of Fire and Sweetest Monster

Breath of Fire (1993)

Breath of Fire's so goddam fiddly. There's always some shit you're missing because you didn't note down all 817 locked doors you're supposed to come back to once you've unlocked one of the 39 different powerups/keys. There's so much layered-on Videogame Bullshit, all their attempts to complicate the (extremely basic) formula just get on my nerves.

It's very funny that your level doesn't matter. The whole game's about finding the right equipment and transformations (by backtracking to locked doors). I kept a full stock of repels (available cheaply in the very first town) and played like two thirds of the game with encounters turned off. I expected that to catch up with me at some point, but it never did.

It's long and slow and relentlessly obtuse; it's also lock-step linear with brainless, meaningless fighting. The big story beats whiff. I can see having a better time if you're not as annoyed by all the lock-and-key Zelda shit as I am, but this is not the kind of journey I personally want out of a console RPG.

Sweetest Monster (2017) and Sweetest Monster: Refrain (2022) (Itch.io, Steam)

Loved these stories to bits. The first game wears its meta-commentary on its sleeve — the slow-burn build-up is fun and funny and hot, then the payoff hits like a truck. The second game is more grounded and miserable, a slow-motion train-crash unpacking all the ramifications of the previous game's twisted conclusion.

The games never flinch, never soften the blow. They also don't lean so hard into the exploitation elements that they become comical and uninvolving. They're stories about a weak and cowardly man that refuses to make a real choice until it's too late. Violence comes in many forms. I think Bell is best understood as a metaphor, a devil on the shoulder for a husband and father who doesn't understand what he has until he's let it all slip away through his own pathetic inaction.

The story itself is obviously fantastical; the portrayal of sexual violence doesn't map to the real world in any way that makes sense. But men don't have be ensnared by a demon to hurt their families in devastating ways. And they can be wretchedly self-aware the whole time they're doing it.

Thursday, February 19, 2026

2024-2025 Wrap-up

Episode Art by Sayara T.

It's been a while since the last proper wrap-up post! Let's do a little run-down of what I've been up to over the last few years.

There's nothing more reinforcing for an artist than having a community of brilliant, supportive peers. My friends in the Socks, Vextro, and Domino communities (plus friends that don't fit neatly into any of those boxes) have done more for my creative drive than anything else. 

This year's starting strong with the Cookie Cutter jam. We're getting an insane number of submissions! I made a whole one-hour micro-RPG in ten days! That's a very fast turn-around for me! After the jam, I'm hoping to polish off at least one of my two extant mega-projects, then slam out some more short-form works. Look forward to it!

Cookie Cutter RM2k3 Jam and Demon's Keep

pixie forest by peb

I still can't believe this one is happening. After being lightly bullied into it by some gamedev friends, I pulled the trigger on a game jam idea I've had in my back-pocket. I made a handful of maps in RPGMaker 2003, and challenged friends to make a complete game using only the maps I made. You can read the complete jam rules here.

The response has been insane! This is the first game jam I've run on Itch, and we've already gotten seventeen entries and counting. Over fifty people have joined the jam! I've played about half the entries so far, and I'm having a blast. The gamedev channel on the Socks discord has been popping off constantly since the jam started. The vibes have been warm and supportive and exactly what I'd want from an event like this.

Descent to the Underworld by onamint

RPGMaker 2003 is on sale on Steam for $2 until the 23rd. There are still nine days left on the jam  please feel free to jump in! Make a big epic project or a tiny shitpost or anything in-between, all are welcome.

I finished my entry, Demon's Keep, in about ten days. My aim was to make a Completely Normal RPG using the template maps, then balance and present it as tightly as I could with the RPGMaker skillset I've built up over the years. I think it turned out really good  give it a play, along with everyone else's submissions! I thought I'd be an early entry (and give friends a "normal game" baseline to bounce off and twist in wild directions), but instead a bunch of folks beat me to the punch. 

I couldn't be happier or more humbled by the response. I love to see a mix of gamedev vets and complete newcomers joining the jam. There are a lot of entries that are friends' very first uploads to itch! I hope to run (or help run) more events like this in the future. I get a tremendous amount of satisfaction from helping empower folks to make art.

Wednesday, February 18, 2026

Distant Times and Vextro Unplugged

I participated in my fourth Vextro anthology! The 2025 theme was "Vextro Unplugged," which everyone interpreted in different ways. This was a smaller one with just four entries, but I think they're all bangers. 

My entry was Distant Times. It's a collection of flash fiction I've written with my local writing group. At the time I got this together, I had about twenty pieces. I picked eight of them I particularly liked, polished them up, then figured out how to present them as a website, ePub, and PDF. (I also went back and updated Wayward to have proper web and ePub versions.) 

Formatting fiction for web is non-trivial. It took a while to figure out how to make the web page and ePubs look nice to me. There's a lot of overlap thankfully  behind the curtain, ePubs are just zipped up HTML/CSS files with some extra metadata. I generated the PDF with Pandoc. In the future, I'd like to build a pipeline with Pandoc that easily generates a web page, ePub, and PDF from a markdown file. I plan to release more prose fiction online in the future, so I want to make it as straightforward to maintain as possible.

I really like the eight pieces I picked. Many of them have the violent immediacy that I think characterizes a lot of my storytelling. A few go for something different though, in ways I think strengthen the overall collection. My favorite piece is probably A Wake (which I based the thumbnail image off of), but reader reactions have been pleasantly varied in terms of favorites. The total word count of all eight stories is a little under 10,000 words  give 'em a read if you're interested!

War in the Gut Biome by Sunday

Some quick rundowns of the other entries (plagiarizing my own itch comments since it's been a few weeks):

  • it's easy and it gets easier by nilson. nilson is a champion at creating warm wet human texture in whatever medium he works in. This one is a short 3d walk-around game; like all his works it pulled me in and didn't let go, I felt something welling in my chest the whole time I played.
  • War in the Gut Biome by vitasunday. PDF zine mixing RPGMaker assets and tropes with local LA food culture. Pure joy from start to finish, had a big grin on my face the whole time I read it.
  • SIMROT by wasnotwhynot. Wuzzy writes stories that sit in my spine and spiral inward, tightening and tightening the more I read. This one shares some elements in common with Whole Numbers, another recent fave from their output. This one is meaty at 12k words, and I really enjoyed the journey it took me on.

I love my cool brilliant friends and I love participating in these jams. I can't wait to see what everyone makes next!