A Clock in its walls

My annual Christmas re-watching of Meet Me in St. Louis, coupled with, well, all of 2020, has gotten me thinking a lot about time, and the way that the passage of time is both communicated and experienced in choice-based interactive fiction (for a great discussion of time in parser games, see this). Specifically, I’ve been… Continue reading A Clock in its walls

Cement is the flour, concrete is the bread: making So Are the Days

By the time the SNES came out, I had pretty much stopped playing videogames. This is why So Are the Days’s overall conceit is based on games from 30+ years ago: besides Twine games, those games (e.g., StarTropics, Bubble Bobble, Super Contra, Duke Nukem, DOOM, Wolfenstein 3D, Where in the World Is Carmen Sandiego?) are… Continue reading Cement is the flour, concrete is the bread: making So Are the Days