When Better Isn’t Necessarily Better

After writing about “luck manipulation” in tool-assisted speed runs, I got to thinking about the subject of pseudo-random number generation. This is a topic that comes up, briefly yet inevitably, on every game engine project in existence, and I think it’s a good example of a situation where implementation choices are not always as cut …

A Game So Nice, I Played It Twice

Puzzle Quest recently joined the elite ranks of “games that I have played to completion more than once.” Months ago, I had played and finished the Nintendo DS version of the game — I enjoyed it so much that when the Xbox Live Arcade version was released in October, I bought it again and replayed …

Proven to do what?

I read an e-mail thread recently on the sweng-gamedev mailing list which jogged my memory about one of my most hated development clichés — “proven technology.” Why do I hate this phrase so much? The phrase implies a certain obvious correctness — nobody ever got fired for buying IBM, right? It conveniently ignores any facts …

EA Buys Bioware and Pandemic

The story is here. Since I’ve worked pretty extensively with Bioware‘s stuff before (for Neverwinter Nights 2), I feel somehow obligated to react to this…heh. This is an interesting acquisition, and while I’m not any sort of expert in corporate finance, I do not think that this is necessarily a good move for EA. Why? …