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To Stardock and Back

Monday, September 28th, 2009

No shit, there I was.

(Forgive the expletive, but my friend Nathan Regener is of the opinion that all great stories start with “No shit, there I was” and I concur with him.)

Okay, both of my previous posts were made when I was exhausted for one reason or another, so I’m going to start over and tell the whole story.

No shit, there I was. Tuesday night before the flight, I go out and buy a rather nice netbook called a Gateway LT31 so that I can stay in touch with my family and show my interviewers at Stardock any of my previous projects that they might want to see. I spend practically the entire night scrubbing Vista off it and putting XP on, installing Visual C++ Express and Visual C# Express, syncing with my Subversion server and then making sure all my stuff compiles. Um…while Warcraft III and World of Warcraft install in the background. I also get my certification from Apple to install games I’ve compiled on actual devices so I do some updates on Inaria (it’s > < this close people, really) and install it on my iPod Touch. (Which is actually Ryan's but let's not get into that again.)

So I get very little sleep, but honestly, can you blame me? I finally fall asleep around 4 AM after everything is proven to work (except WoW which continues to download for another three or four hours; that game has just gotten out of hand).

I wake up at 7 AM and help my wife get the chilluns off to school. I then pack (which I should have done the night before, of course, but I was too busy fiddling with the computer). I bring with me some books to help me review, including Effective C++ and Game Coding Complete, Third Edition. I get to the airport around 10 AM for a flight that leaves at noon. I kiss my wife good-bye and enter security.

Now, I haven’t flown in ten years. You’ll notice that that’s before 9/11. I knew security was going to be tight, but I was surprised that I had to take my belt and shoes off. Once I escaped from security I went to my gate and, of course, had about an hour to wait. I thought I’d get online and send a message to Jamie telling her what was going on…when I realized that the airport did not have complimentary wi-fi. No, they had wi-fi service for four dollars an hour. Since I was going to be there less than an hour I figured it wasn’t worth it, and decided to call her.

That’s when I realized that I didn’t have the cellphone. I’m not in the habit of carrying it everywhere, so I’d left it at home. This is not merely inconvenient, it’s really going to bite me in the butt later on; you’ll see.

So the flight boarded. I was pretty worried. In the end, I’m not afraid of flying per se, I just hate takeoffs and landings. And…I was worried abut my anxiety level. But despite feeling afraid, nothing bad actually happened to me. Unfortunately I didn’t have anything to listen to (I hadn’t thrown any actual music on the iPod) so I basically just sucked it up the entire flight. I did get a little sleep, but mostly I was scared the whole time.

Which, frankly, was stupid because all in all, it was a great flight – smooth takeoff and landing, very little turbulence and we landed twenty minutes early because we had a good tail wind.

So I get off the plane into the largest airport I’ve ever seen. They’ve got people movers. They’ve got a tram. They’ve also got this long tunnel connecting one half of the airport to the other that has frosted glass on the walls that light up different colors in time with the muzak that is playing overhead. Seriously.

That was very cool and surprisingly calming.

But still, I’m in Detroit, Michigan. I do not know a soul. I have no phone. And while I’ve got an address for my hotel I’ve no idea how I’m going to get there. I don’t even know if it’s in Detroit or closer to Plymouth (the town where Stardock is).

So I ascend an escalator just outside the Tunnel of Sound and Light and as I get off it I look to my left. There I see – and I am not kidding – a stand for the Traveler’s Aid Society. And here I thought it wasn’t going to exist for another three thousand years.

Taking this as a sign, I approach them and take out the address for my hotel. And they kindly, kindly give me a map that has both Canton Township (where the hotel is) and Plymouth on it. And point me in the direction of the cab stands.

Now, the direction of the cab stands was also the direction to the shuttles that ferry people to the car rental places. Since I was going to be driving out of Detroit and back I figured I’d do better renting a car than taking a cab everywhere. So I take a shuttle to Budget car rentals. There I am informed that renting a car will be $126 and can I please see your credit card? I hand the nice lady my card; she runs it and frowns.

Now, you see, I don’t have a real credit card. I have a couple of check cards tied to two different bank accounts. Both of them had enough money to cover the rental, but because they weren’t “real” credit cards they couldn’t be used to rent a car. So…no car. I’d been dragging my bags around for an hour now, and I knew Jamie had to be getting nervous because I hadn’t contacted her yet. So I ask the girl at the counter to call me a cab.

I cabbed to the hotel, which was pretty easy to find. As I entered the hotel parking lot I noticed the nearby White Castle restaurant, which also bode well. I paid the cab driver, went inside and said, “My name is Anthony Salter. I have a reservation.”

I’ve always wanted to say that.

Checking in to the hotel was painless and they had free wi-fi. They’ve also got these things called “phones” in each room, so I call Jamie. I tell her everything that has happened so far, and of course, now I’m about to drop dead from exhaustion. But I’m also starving, so once I get done talking to Jamie I walk out to the White Castle and get four of them, which I then bring back to the hotel room and eat with relish. Uh…not really with relish, just with great enjoyment. A White Castle already has pickles on it, it doesn’t need relish.

ANYway, as soon as my stomach is full I cannot keep my eyes open any longer. I plug in my laptop so it can charge and I hit the hay. This was at about 6 PM local time (Michigan is in Eastern Time, an hour ahead us here in Texas). I set the alarm to go off at 9 PM.

Which it does. I start boning up for the interview. I skim through what I think the most relevant parts of Game Coding Complete 3 will be (tools, matrix math and debugging, mostly). I do this for about two and a half hours and go back to bed around 11:30 PM. Interview is at 1 PM the following day.

I wake up at 3:30 AM. I toss and turn for a half-hour before I realize I’m not going to get back to sleep. So I get up and do some more preparation for the interview. I answer some C++ trivia questions online. I read through parts of Effective C++ again and also skim some of my questionnaires that I still had from previous interviews. I shave. I realize that I left my nose hair trimmer at home so I spend a painful half-hour doing some hand plucking. I upload some music to the iPod, thinking it’ll help on the trip home.

Around 6 AM I start feeling sleepy again. I set the alarm clock for 9 AM and get back in the bed.

I wake up at 11:30. The alarm clock had been set to radio and the static that was issuing forth wasn’t enough to wake me up. My interview is in an hour and a half and I am in my underwear.

Now I’m panicking, not only because of my interview but because check-out time at the hotel is noon. I shower really fast. I throw on my nicer clothes and lace up my stormtrooper boots. I throw all the detritus that I’d spread around the room back into my clothing duffel and my backpack, hoping I don’t forget anything. I call the front desk and ask them to call me a cab. I race downstairs and check out just before noon. My cab arrives. I go out and throw the bags into the back of the cab. The cab driver says, “Where are you heading?”

It is then that I realize that I cannot remember Stardock’s exact address. All I remember is that it’s in Plymouth. But I know exactly how to find out; it’s all on Stardock’s web page. I pull out the iPod, run back into the hotel, and try to look it up.

Except that suddenly the hotel’s wi-fi has stopped working. It keeps connecting and disconnecting, never actually bringing up the page. The cab driver honks, so I jump in and say that I want to go to Stardock Corporation. The dispatcher can’t find a listing for it. Finally I say, “Let’s just head to Plymouth and we’ll figure it out from there”. I’m hoping that we’ll drive by an unsecured site long enough for me to bring up the page, but that never happens. Finally we get to Plymouth and I jump out and enter a small coffee shop. It doesn’t have wi-fi, but it does have a phone book.

Which doesn’t have a listing for Stardock.

At this point it’s a few minutes to one. One of the things that I think defines me is that I am never, ever late to an appointment. Ever. And here I am, about to be late to one of the most important ones of my life!

So I ask the nice girl behind the counter (notice how nice everybody has been so far? It’s almost like Texas) if she’s got a computer I can use for a minute. She can’t let me, but I write “Stardock Corporation” on a piece of paper, she goes back to the back and her Google-fu is obviously mighty because she comes right back with the address and phone number. I am so grateful I nearly cry.

I hop back in the cab to discover that the cab’s dispatcher has also looked the company up on the internet and discovered the same address. So now all we have to do is follow the GPS.

Right.

When we got to where the GPS told us to turn, it was closed off with a chain. There was a McDonald’s right next door, so I knew we had to be close (Brad used to talk all the time about eating at a nearby McDonald’s on the Poweruser Podcast). I suggested that we turn into the road next to the McDonald’s. The cab driver says, “Nah, nothing back there but McDonald’s parking.” So we find another way into the complex with the chained-off entrance and drive around the big building there. The cabbie stops someone coming out and asks him if he’s ever heard of Stardock. Nope. Then he asks him what the address on the building is. It’s 14990 and we’re looking for 15090.

So I ask the cabbie, “Please can you turn into that road next to McDonald’s? It’s got to be there!” The cabbie grumbles, “All right, but I don’t think…”

Please observe the following map image.


View Larger Map

Notice that while it denotes the address, it does not give you any information about how to get there from the street. So let’s switch to satellite view!


View Larger Map

The building just east of Beck Road with the green roof is the McDonald’s. Notice how the road next to it keeps going past it, dips down a hill and ends up at a mysterious building!

And thus, I arrived at Stardock Corporation, about twenty-five minutes late. I gave the cab driver a huge tip, picked up my bags and walked inside, certain that I was doomed from the start.

A nice HR lady instantly finds me and gives me a place to put my bags. I apologize profusely about my tardiness; she brushes it off and tells me that she was late to her own interview for the same reason. She then sat me down in a conference room, brought me a glass of water and summoned my interrogators – uh, I mean, interviewers. Once again I was talking to Scott Tykoski, Cari Begle and Jesse Brindle.

And thus began one of the best interviews I’ve ever had. There was nothing difficult or confrontational about it. They asked me again about what games I liked to play. They asked me very, very little about my previous work history, preferring to focus on the games I’d done for myself on the side. I told them about how Inaria had started as a forty-hour challenge and then been ported to the iPhone. I passed around the iPod and they all took a look at it and seemed impressed. Scott asked me if I’d done any other challenges, so I told him about the One Page Game I wrote.

To my utter, utter surprise, at no point was I required to answer C++ trivia questions or write code on a whiteboard.

Indeed, after a very pleasant conversation with the three of them, Scott and Jesse got back to work and Cari took me to see Brad. Again, I had an incredibly pleasant conversation with him – not about my previous work, but about what games I’d played and enjoyed and why.

Then Brad asked if I wanted the tour. Did I.

Brad showed me around the very nice office space at Stardock. He told me that the building had been built for lawyers and doctors but they had trouble renting (possibly due to the fact that it’s so darn hard to find) and so Stardock has been slowly buying the whole place up. The building is gorgeous and is surrounded by not one but two ponds. (Ponds! Standing pools of water that don’t instantly dry up! What a concept!)

He took me around to meet all the developers, artists, and support and marketing teams. I saw the Whiteboard Wall and even got a brief look at Elemental. He even took me out to see the bees, which was awesome. Then we headed back to his office.

It turns out that Stardock shares something in common with Valve, Bungie and Irrational Games – they don’t have dedicated designers. Everyone contributes to the design. This is why they needed someone competent at programming, but also very familiar with game history and design.

Which is why he then offered me the job. In fact, I found out from Cari later that they’d pretty much decided I was the right guy after the phone interview and just flew me up to make sure I was who I’d presented myself as on the phone!

And while it may take a while for us to get up there (we’ve some things we need to take care of here) we’re definitely going. I’m going to work for Stardock on Elemental and have a White Christmas this year.

Eating White Castles.

Now THIS You Can Believe…

Monday, April 6th, 2009

I made a video about my Cheesehead. That I love.

Posted in Cool People, Friends | 3 Comments »

What’s Scarier than The Maw?

Tuesday, March 10th, 2009

A Steam-powered Maw, of course.

On Friday, Twisted Pixel released The Maw on Steam for the PC.  You should definitely check it out.  Just…don’t let him get too big.

Posted in Cool People, Games | No Comments »

First Rejection

Thursday, January 29th, 2009

Well, my first rejection came from Spacetime Studios.

It was really disappointing because two of the company’s founders are Anthony Sommers and Cinco Barnes, two old friends of mine from Origin. So it’s almost like a “Ex-Origin employees make good” studio and I would have loved to have been a part of that.

Also, they are doing some pretty cool stuff…

But I knew it would be tough to get a position there when I went to their open house. They were mobbed by about two hundred people – artists, designers and programmers – and I saw several people there I knew were more experienced than me.

I will say that the programming test for Spacetime was actually pretty fun to complete, because it involved actually implementing a subsystem based on a design document instead of answering C++ trivia questions. (I remember once being asked what private inheritance was. I answered the question correctly, but for crying out loud has anyone in the history of programming ever used private inheritance?)

Anyway, good luck to the Spacetime guys…I wish them all the best.

Posted in Cool People, The Game Biz | 5 Comments »

Hayao Miyazaki Makes Ramen for His Staff

Tuesday, January 27th, 2009

This is my favorite segment from the “Making of Spirited Away” special on the DVD. It turns out that crunching on an animated movie is a lot like crunching on a video game. The staff starts making dinner in rotation and one night, it’s the director’s turn…

Posted in Cool People | 1 Comment »

Dwarf Fortress Video Tutorials

Monday, January 12th, 2009

If you’re like me, you’re fascinated by both the concept of Dwarf Fortress and the depth of its world simulation, but you just cannot crack the shell of that abysmal interface to get at the sweet, gooey gaming goodness inside.

Well, someone going by the handle of Captain_Duck has finally decided to make some video tutorials for Dwarf Fortress, and they are actually pretty good. I would embed one but YouTube won’t let me embed a high-quality video and you need to watch these in high-quality so you can read the text. Stupid YouTube.

Will this get me into Dwarf Fortress? Maybe. I don’t really have time for it right now (major update to Planitia coming up this week) but perhaps later, now that I understand a little better what is going on…

Posted in Cool People, Games | 4 Comments »

Weird Fact of the Day

Friday, January 2nd, 2009

Lori Alan, who was the voice of the Boss in Metal Gear Solid 3…

…is also the voice of Diane Simmons on Family Guy…

…and the voice of Pearl on Spongebob Squarepants.

null

That is all.

Posted in Cool People | 2 Comments »

Dungeons of the World and the Craft of War Dragons

Monday, October 13th, 2008

So. Dungeons & Dragons Fourth Edition has certainly raised some ire, hasn’t it?

New roleplaying game, roleplaying not included…

World of Warcraft Refit…

D&D for Dummies

This is NOT D&D!

D&D 4th Ed. is a travesty. It’s a terrible game with terrible mechanics.

Et cetera, et cetera, et cetera.

D&D 4′s detractors tend to hammer on three points:

1. The new edition is inspired by MMORPGs, most specifically World of Warcraft.

2. The new edition doesn’t actually promote roleplaying (with some going so far as to say that it doesn’t even allow it).

3. The new edition isn’t Dungeons & Dragons.

How valid are these points?

While I haven’t had a chance to play D&D 4 yet (Hi, Tom!) I’ve read the Player’s Handbook and The Keep on the Shadowfell quite thoroughly. I’ve also listened to the complete D&D podcast where Scott Kurtz and Gabe and Tycho play D&D 4 for the first time. Gabe had never played a paper-and-pencil RPG before but is an experienced World of Warcraft player, and he was continually finding parallels between the two.

Gabe: I should have gone with “[Jim] Felmagic”.
Tycho: No, you’d get a call from Blizzard. “‘Fel‘ is our word for dark magic!”

Gabe: This reads very much like a [Final Fantasy] Tactics game.
Tycho: Doesn’t it?

Gabe: What did you give me?
Scott: I gave you a +2 against this target – so my attack gives an ally +2.
Tycho: He buffed you.
Gabe: Okay.

Gabe: I cast Arcane Missiles. I mean Magic Missile.
Tycho: Same thing.

(after several encounters in which his character is the only effectual one)
Gabe: I’m going to one-man this instance.

As an exercise, let’s compare a famous spell as it matured through the editions. Let’s use the classic first-level magic-user spell Burning Hands.

Here’s the description of Burning Hands from the first edition of the Player’s Handbook:

Burning Hands (Alteration)
Level: 1
Range: 0
Duration: 1 round
Area of Effect: Special
Components: Verbal, Somatic
Casting Time: 1 segment
Saving Throw: None

When the magic-user casts this spell, jets of searing flame shoot from his or her fingertips. Hands can only be held so as to send forth a fan-like sheet of flames, as the magic-user’s thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of 3′ length in a horizontal arc of about 120″ in front of the magic-user. Any creature in the area of flames takes 1 hit point of damage for each level of experience of the spellcaster, and no saving throw is possible. Inflammable materials touched by the fire will burn, i.e. cloth, paper, parchment, thin wood, etc.

Here’s the description of the same spell from 3.5 edition:

Burning Hands
Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: Verbal, Somatic
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Sorry, but I don’t have a second-edition player’s handbook. But notice that the spell isn’t that different. The range has been increased from the first edition version and it does more damage (1d4 per caster level instead of one point per caster level) and the target now gets a saving throw. But the spell isn’t that fundamentally different.

Here’s the description from the fourth edition player’s handbook:

Burning Hands
Wizard Attack 1
A fierce burst of flame erupts from your hands and scorches nearby foes.
Encounter ✦ Arcane, Fire, Implement
Standard Action
Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.

That’s a nice impenetrable description, isn’t it? It’s pretty much just a bunch of keywords. So let’s go over them.

Encounter means that the power can only be used once per a combat encounter. Arcane is the power type of the spell, so it can only be used by characters with access to arcane power. Fire is the type of damage it does and Implement means that if you have a wand, staff or orb that improves your rolls you can use it on this spell (for instance, Gabe could use his +2 Wand of Accuracy in conjunction with this spell). Standard Action means that you must have a standard action available to use it (every player gets a standard action, a minor action and a move action in a single turn). Close means that the area affected must be right next to the character. Blast 5 means that the area affected is a square five tiles on a side. The wizard then makes an Intelligence attack on all characters (friend or foe, PC or NPC) in the square, which is compared against the target character’s Reflex. Any affected character takes 2d6 + the wizard’s intelligence modifier in fire damage.

Notice how incredibly defined that description is. Notice also that it refers to tiles on a grid. D&D 4 completely integrates miniatures into the base game – it’s no longer possible to play without miniatures.

So the detractors’ first point is confirmed in my mind. The goals of the designers of D&D 4 were to make the game both easier and faster to play and they achieved that goal by studying how computer role-playing games had done just that. (I’ve no doubt that this will make Bioware‘s job easier when they make Neverwinter Nights 3.)

But does conceding point one prove points two and three? Is it such a bad thing that D&D 4 has stolen mechanics from computer RPGs? After all, computer RPGs have been stealing from D&D for thirty-five years – and I don’t mean “taking it as inspiration”. I mean directly ripping it the eff off. Practically every designer of classic RPGs says that they started by trying to program the Dungeons & Dragons experience into a computer and the entire industry progressed from there. What’s wrong with D&D finally taking some of those improvements back for itself?

I think the explicit definition of each power is what prompts comments like the “no roleplaying required” one I quoted above. Such definitions take away options from both the player and the GM.

But again, is that such a bad thing? Notice that the “sets flammable stuff on fire” part of the description for Burning Hands is gone. Why? Well, what GM hasn’t had a conversation like this?

Player: Okay, I cast Burning Hands on the enemy wizard.
DM: Okay, he takes three points of damage.
Player: And he’s on fire now, right?
DM: What? No.
Player: What?! He’s wearing cloth armor, right? He can’t wear anything else!
DM: Yeah, he’s wearing cloth armor.
Player: Well then I set him on fire! The spell description explicitly states that…

Et cetera. Another trick I’ve seen players use is to try to use Burning Hands to ignite any lanterns or flasks of oil an enemy character was carrying. The previous rule editions don’t say anything about this, which means it’s up to the GM. The only problem is, what does the GM do? Let the spell become horribly overpowered or piss off a player? This way no one gets pissed – but if the GM wants to allow the player to use the spell in a non-standard way, he still can. I can imagine a situation where a player needs to burn a rope and says he wants to use Burning Hands to do it, and the GM allows the player to do it if he can beat a target number on his attack roll and also gives up his use of Burning Hands in his next encounter. That’s the kind of flexibility that comes from both the players and the GM having the necessary imagination – and in the end, that’s the real component of roleplaying. With enough imagination and goodwill around the table, you could roleplay just with Toon’s fifty-percent rule (though I doubt my own roleplaying skills are good enough for that).

So while point one is valid, I think point two is very weak.

Which brings us to point three. Is this game Dungeons & Dragons? You’ll be casting Magic Missile on kobolds and using Great Cleave on umber hulks…is that enough? Wizards knows that the game is vulnerable on this front, which is why the first adventure they’ve released for it pays direct homage to the classic D&D adventure The Keep on the Borderlands. They also released a fourth edition version of the Forgotten Realms very quickly and are working to get Eberron upgraded, though that won’t be out until 2009.

But of course point three is all perception. Some people will say yes and some no. My opinion is that Dungeons & Dragons Fourth Edition is definitely Dungeons & Dragons. My only wish is that they hadn’t dropped the name “Advanced Dungeons & Dragons” with the third edition…I think it would be much clearer (and inspire less ire) if 3.5 were still Advanced Dungeons & Dragons and this new edition were the new “basic” Dungeons & Dragons. As for the haters…well, I’m reminded of one day back in the early nineties when I was in an arcade watching this guy play the Dungeons & Dragons arcade game. He cast Magic Missile but died before it hit its target. He sniffed, “I thought Magic Missile never missed and instantly hit.” At which point I knew I was in the presence of snotty geek greatness.

But I’ll leave the last word to Scott Kurtz:

Scott: I guess the guys I play with at home are idiots. I am having such a good time.

Posted in Cool People, Games, Role Playing | 13 Comments »

Atanua Goes Pro

Monday, September 15th, 2008

Jari Komppa has a new version of his excellent logic simulator Atanua out.

Plus, if you want to purchase a copy for commercial purposes, you may now do so!

Posted in Cool People | No Comments »

Spore

Monday, September 8th, 2008

So the eternal war between “casual” and “hardcore” rages on, with Spore as its current battleground. Actually, I should amend that statement: the hardcore continues its war against the casuals, while most of the casuals don’t even know the hardcore exists.

I was really surprised at the low scores I was seeing for Spore before release. They made me kind of nervous…had Will finally dropped the ball?

But of course I did not allow them to deter me from purchasing the game myself (Galactic Edition, of course).

In the end, reviewers are hardcore. Most of the reviewers who played the game dinged it for its ease and lack of depth. I guess they were expecting the Tribe stage to be as deep as Rise of Nations and the World stage to be as deep as Civ IV and the Space stage to be as deep as Galactic Civilizations II. The problem is that Will wants people to be able to progress through each stage to the next one without too much trouble. He doesn’t want people to get to a stage and realize that they either just don’t like it or can’t do it. Because he knows that’s a shelf-level event. Thus each stage (up to Space) is designed to be an interesting experience, but not a particularly challenging game. This is very, very “casual” thinking.

And then, as if to clear up any doubt as to what kind of game Spore is, Will gave an interview to MTV’s Multiplayer Blog, where he said, “We were very focused, if anything, on making a game for more casual players. ‘Spore’ has more depth than, let’s say, ‘The Sims’ did. But we looked at the Metacritic scores for ‘Sims 2′, which was around 90, and something like ‘Half-Life’, which was 97, and we decided — quite a while back — that we would rather have the Metacritic and sales of ‘Sims 2′ than the Metacritic and sales of ‘Half-Life.’”

A lot of people have taken this as a ding against Valve, but it’s not really. Half-Life 2 was a very successful game. Very successful. And it sold about one-tenth as many copies as The Sims 2 and its expansion packs.

Wright has figured out that he can both make great games and make a metric asston of money simply by appealing to a wider audience. This was obvious with The Sims, but was far less so during the development of Spore. The high-pitched whine you are hearing is the “hardcore” faction realizing that a game they assumed would be “for them” isn’t.

Will Wright has created the ultimate casual game.

That costs $50 and requires a pretty hot computer to play.

It’s this schizophrenia that is driving everybody crazy.

(So how do I like it? Well, being firmly mid-core, I am thoroughly enjoying it. I’m currently at the Tribal stage. I can’t wait to get to World stage and see how Will has simplified Civilization. Of course, the game still has plenty of time to kick me in the Mean Bean Machine, but I kind of doubt that it will.)

Posted in Cool People, Games, The Game Biz | 1 Comment »