Well, this has been coming for some time. I haven't been exactly thrilled with jamming all these different kinds of content into a single blog, and I've felt a little pressed to make Discount Thoughts into only a blog exclusively about video games, which is not what I ever meant for it to be. So, I've decided to end Discount Thoughts in its present form and move to independent hosting, where I can have some freedom to experiment and branch out. That means leaving Blogger. This site will remain active in purely archival form for some time, but there will be no further updates, and comments will be closed. If you're seeing this in your RSS reader, it's only because I didn't quite switch the feed over correctly.
So what of the new blogs? Well, there are now three!
Discount Thoughts will be the home of my personal posts and everything that doesn't fit into the two subject blogs.
Conformational Flux will be the home of my posts on scientific articles and commentaries on science.
Ludonarratology will be the home of my videogame-related writing.
I hope you'll come along and enjoy the future at my new websites!
Read the rest...
September 6, 2011
Farewell, Discount Thoughts. Hello, Discount Thoughts!
Labels: omphalos
August 19, 2011
Brief Thoughts, week of August 19
From Dust's PC port has always-online DRM, is crap: Really, who didn't see this coming? Ubisoft has a richly-deserved reputation for hating on the PC, and From Dust's DRM and terrible port can hardly be a surprise in light of the company's past actions. Ubisoft's upcoming Driver: San Francisco will probably also have this asinine DRM — Ubisoft claims it will not, but a similar claim was made for From Dust. As the man said: "Fool me once, shame on... shame on you. Fool me... won't get fooled again". Fortunately, a cracked version is already available, so you can still play it on PC without Ubi's hateful DRM (but don't be a dick, guys — buy a legit copy and run the cracked one). Or, you can just play PC games from companies other than Ubisoft. That is, after all, what they clearly want.
Read the rest...
Labels: roundup
August 17, 2011
Capsule: Trauma
Most intriguing idea: Using hidden-object gameplay as an analogy for self-examination.
Best design decision: The "ghost photo" navigation system.
Worst design decision: Describing the possible endings under the "Discoveries" tab. These are telegraphed enough as is.
Read the rest...
Labels: capsule comment
August 16, 2011
Capsule: Child of Eden
Status: Completed all levels (final level in "Feel Eden" mode)
Most Intriguing Idea: Gameplay as synaesthesia.
Best design decision: The "Feel Eden" mode
Worst design decision: Having modes that are not "Feel Eden"
Read the rest...
Labels: capsule comment
August 12, 2011
Brief thoughts, week of August 12
Read the rest...
Labels: briefs
August 5, 2011
Roundup: Week of August 5, 2011
Read the rest...
Labels: roundup
August 2, 2011
Scenario and story in Bastion
Read the rest...
Labels: Bastion, game critique, video games
July 28, 2011
Brief thoughts from July
Read the rest...
Labels: briefs, video games
July 11, 2011
Actor, Director, Producer: The player role in RPG battles
Read the rest...
July 6, 2011
Final Fantasy XIII: A series of tubes
Read the rest...
Labels: adventure games, Final Fantasy, game critique
July 5, 2011
Final Fantasy XIII: The best part
Read the rest...
Labels: Final Fantasy, game critique, video games
June 27, 2011
The Road Course
Read the rest...
June 22, 2011
Where Armageddon failed
Read the rest...
Labels: game critique, Red Faction, video games
June 20, 2011
The Hollow Man
Oh, I can recount the dry facts easily enough: lousy Marine officer who got a Silver Star anyway, good case man for the LAPD, affair with a German junkie, etc. What I'm curious about is the emotional life of the fellow. I spent upwards of twenty hours plodding around a sterile version of L.A. with the guy and I still don't have a clue. He's a lump, as unreadable and impenetrable as a copy of Kant's Kritik der reinen Vernunft written in cuneiform on a lead brick. And we can't even blame it on lousy animation. L.A. Noire's problem is, instead, structural. It exists at the unhappiest place along the spectrum from movie to game, where the developers don't do enough to create characters, and fail to give the players any tools to do it themselves.
Read the rest...
Labels: game critique, L.A. Noire
Alternative side-chain structures from methyl CPMG
Read the rest...
June 8, 2011
What Blackwater should do
Fundamentally, the bodyguards' mission differed from that of the U.S. military, noted Hammes. "The contractor was hired to protect the principal. He had no stake in pacifying the country. Therefore, they often ran Iraqis off the roads, reconned by fire, and generally treated locals as expendable." Yet Iraqis saw them as acting under American authority. "You have loosed an unaccountable, deadly force into their society, and they have no recourse."— Thomas Ricks, Fiasco
Read the rest...
Labels: Blackwater, politics, video games
May 18, 2011
Identity Crysis
Read the rest...
Labels: Crysis, game critique, video games
May 2, 2011
Capsule: Might & Magic: Clash of Heroes HD
Status: Story complete, no attempt at multiplayer
Put this on your (virtual) box: Match three for triumph!
Most intriguing idea: Making a puzzle-strategy-RPG.
Best design decision: Using troop distributions on the battlefield as a substrate for the puzzle
Worst design decision: Inadequately balancing the initial grid states.
Read the rest...
Labels: capsule comment, Might and Magic, video games
April 25, 2011
A few thoughts on Portal 2
Read the rest...
Labels: Portal, video games
April 19, 2011
Capsule: Beyond Good & Evil HD
Status: Complete, achievements 100%
Put this on your (virtual) box: The image is mightier than the stick!
Most Intriguing Idea: That years of word-of-mouth would produce a strong market for an up-rezzed version of a largely ignored game
Best Design Decision: Making the protest signs more legible
Worst Design Decision: The camera behavior, especially in the Slaughterhouse area
Read the rest...
April 11, 2011
The classic Alzheimer's aggregates are linked
Read the rest...
April 7, 2011
The trouble with Tripitaka
Read the rest...
Labels: Enslaved, game critique
March 30, 2011
Two (too?) easy games
Read the rest...
Labels: de Blob, Kirby, video game design, video games
March 14, 2011
PAX East 2011 Roundup
Read the rest...
Labels: PAX, video games
March 8, 2011
Arcology
Read the rest...
Labels: environment
March 2, 2011
Demo-lition
Read the rest...
Labels: Dragon Age: Origins, video games
February 8, 2011
Capsule: Kirby's Epic Yarn
Status: Game completed; some extra levels still locked
Put this on your box: The hardest easiest platformer ever made!
Most intriguing idea: That a platformer can be challenging without forcing you to restart a level every time you fail.
Best design decision: Getting rid of "death".
Worst design decision: The method for getting the extra levels in Grass Land.
Read the rest...
Labels: capsule comment, Kirby, video games
February 2, 2011
The Text Blues: But I Digress...
Read the rest...
Labels: 999, game critique, video games
January 31, 2011
Capsule: Katamari Forever
Put this on your box: Katamari is too unique to be derivative of anything else, so we made it derivative of itself!
Most intriguing idea: That a Katamari game would benefit from HD graphics. (It says "intriguing, folks, not "correct")
Best design decision: Katamari Drive compensates for some of the older games' deficiencies.
Worst design decision: The Prince's jump, which proves that the Move is an improvement on something.
Read the rest...
Labels: capsule comment, Katamari, video games
January 27, 2011
Why HisH doesn't fire until it sees the whites of PRFAR's eyes
Read the rest...
Labels: allostery, catalysis, peer-reviewed research
January 19, 2011
The Text Blues: Silence is Leaden
Read the rest...
Labels: Epic Mickey, game critique, The Text Blues, video games

