Interviews & Commentary
In a past life I was a video game journalist. You can find an archive of my rants and musings below, or you could check out my blog:
I'm a more regular contributor to my own narrative design theory / philosophy / video-game-stuff-I-care-about blog.
Interviews
Feature: Moviescope "Are Games Cinema 2.0" - Feb 2011
I'm quoted fairly extensively in this film industry insider piece on the threat posed by video games.
Interview: RPS "Projects, Plot, Penumbra" - Jul 2010
RPS were crazy generous enough to interview me again, this time discussing the narrative design role in detail.
Podcast: Gamespot - Nov 2009
A special guest on Gamespot's podcast, I discuss my latest announced projects, Lost Horizon and ir/rational, as well as breaking into games and answering a few somewhat odd emails.
Interview: The Narrator Dialogs - Oct 2009
Part of Stephen E. Dinehart's Narrative Design Exploratorium, this is an in depth discussion of the role of the narrative designer (as contrasted with a straight games writer).
Interview: Alisdair Crews Thesis Q&A - Apr 2009
Back in April I was contacted by an ambitious video game student looking for sources for his final project on game vs film writing. His questions were remarkably in depth - on everything from environmental story telling to use of subtext - which is why they're included here.
Feature: Develop's "30 Under 30" - Feb 2009
Not really an interview but a brief bio as one of Develop magazine's top young talents.
Interview: Develop Writers' Roundtable - Jan 2009
A group discussion about games writing and where it's going. I get a bit passionate about cut scenes.
Interview: Adventure Classic Gaming - Oct 2008
An interview with Frictional Games discussing character development and implementation.
Interview: Rock Paper Shotgun - Jul 2008
An interview with one of PC gaming's most respected homes.
Feature: Games TM "Fade In" - May 2008
A games writing feature informed by Quantic Dream's David Cage, Bungie's Joseph Statton, Free Radical's Rob Yescombe, and myself, of no fixed employ.
CVG: "Plot is Gameplay's Bitch" - Feb 2008
In which I say the above amongst other things that get me intro trouble.
Video Interview: Gamespot Start / Select - Jan 2008
Video podcast with Gamespot UK Editor, Guy Cocker, discussing Penumbra: Black Plague and games writing in general.
Interview: Eurogamer - Mar 2007
My first interview as a Frictional Games collaborator, discussing our narrative approach in Penumbra: overture.
Commentary
I was an irregular contributor to veteren industry analyst Nicholas Lovell's business-oriented blog, GAMESbrief.
IGDA Writing Panel: Environmental Narrative - Dec 2010
The Electron Dance write up of a panel I took part in along regulars Rhianna Pratchett, Andy Walsh and Jim Swallow, discussing ways to tell story without words.
Writer's Block Panel - Dec 2009
A 'Breaking into Games Writing' panel at Southbank University, pulling in a record attendence. Other pannelists included Prince of Persia's Andy Walsh, Jim Swallow of Deus Ex 3 and Rhianna Pratchett of Mirror's Edge.
Penumbra: Black Plague Character Postmortem - Aug 2009
A frank analysis of the successes and failures of Amabel Swanson, a key character from Penumbra: Black Plague.
Edge Keynote: "Social Reality" - Apr 2009
A piece discussing the absence of video game stories set in the real world.
Do Indie Games Get An Easy Deal? - Apr 2009
A controversial blog asking whether indie games are overhyped.
The Path: Impressions - Mar 2009
I love the idea that games can be artistic. This is a sort-of-review for GAMESbrief frankly analysing the none-more-arty The Path from Tale of Tales.
Metacritic: A Defence - Feb 2009
Does what it says on the tin.
Stories in Games Are Typically Not Good - Jan 2009
A piece for GAMESbrief analysing how to integrate interactive experiences with artistic relevance, in reference to statements by Jonathan Blow.
Open Worlds: The Future of Interaction - Dec 2007
As a writer, games becoming more procedural would mean my work dried up tomorrow. As a narrative designer, it's the most fascinating area of progress we have.
The Morality of Wargames - Nov 2007
Produced during my time as Editor at GameShadow.com, this is a serious discussion of whether we as games designers should be taking more responsibility for the experiences we're producing.
PC Gamer "Devil's Advocate" - Dec 2006
An OpEd piece setting up player mortality as an outmoded mechanic.
'Can you believe a great battle was once fought here, on the very ground that you now so peacefully graze? It's a crazy world, isn't it? Hey, I'm talking to you cow. It's because of me that you're not talking French right now. Shame on you, ungrateful cow.' - Raz, Psychonauts, 2005