The Update Above Novelty
The IndieGames.com weblog took a look at the hippyish Shadegrown Games development process. There are no new screenshots of Planck v.1 just yet, but exciting things are on the way.
If you read Magical Wasteland regularly, you are probably already aware of Kill Screen Magazine. I contributed a piece to issue #1, the No Fun Issue. It is called “Winner” and is about how overly competitive situations can drive out the fun of games. There is a lot of good writing in this publication. Please check it out.
I recently decided I did not have enough going on and started a Tumblr blog dedicated to interesting examples of video game music, with occasional wanderings into non-game territory.
Finally, due to completely genuine popular demand, you can now purchase an official Magical Wasteland t-shirt. They are not marked up, for I have forgone material wealth in favor of spiritual riches. At least in this case.
Updates |
August 26, 2010 
Reader Comments (6)
I'm curious, are the songs entirely generated by the player, or did you go with standardized BPM and insertion points for the samples so everything would sync up smoothly? That was the approach I suggested for Armin van Buuren: In The Mix, although the very nature of trance music and its layered structure made it an easy choice (especially for freestyle/party modes).
As for Kill Screen, well, there's plenty of industry commentary available online or in the magazines I already read, but I am tempted to see what was the most disgusting puzzle in IF history...
did you see chris hecker's GDC talk about motivation? i think that also fits in the conversation, but i haven't worked out how yet.
@Zach: Yes, it's definitely part of the conversation. Alfie Kohn wrote another book that I didn't reference in Winner called Punished by Rewards, which discusses extrinsic versus intrinsic motivation in depth. It's well worth a read.
Also, for examples of video game music, I recommend Phoenix, and Truxton 2.