I define a game as a formal ruleset. By formal I mean that the rules are complete in-and-of-themselves and there is every effort made to well define every possible state of the game world at any given time during the game. By those standards, you might judge a roleplaying game not much of a game. [...]
From the Blog
Semantics has no place in code. Ideally, code would have exactly one way of doing any given thing. In the world of data, we strive to be complete, unambiguous and exact. The world, as far as my code is concerned, is exactly as big as I tell it to be, and could only be so. [...]
Ernest Adams, author of a number of books on game design, wrote an article for Next Generation entitled “50 books for Everyone in the Game Industry”, highlighting 50 of the most influential and insightful works on the topic to date. He breaks them down into twelve categories, such as theory, business, and the history of games, attempting [...]
This is an old post of mine from 2006 where I talked about my experiences coming back to Flash after a long while: Two weeks ago, I decided to take a stab at Flash development. I had tried Flash very early in my career (circa 1998) and couldn’t get the hang of it, and so [...]

