I wrote a feature for the latest issue of Edge (E353) about boredom, which was a far easier pitch than I thought it’d be. (Thanks, Jen!) It’s about our psychological experience of boredom, and how game designers understand and work with it.
I wrote another book! This time about a bunch of computers, and it came out last week. What a time for a book launch. Gah, let’s not think about that!
It’s called Home Computers: 100 Icons that Defined a Digital Generation, and it collects 100 machines which tell the story of the rise of the home computer, from the kits of the 1960s to the off-the-shelf all-in-ones of the late 1970s; their entry into living rooms and bedrooms in the 1980s; and then taking a role in everyday life into the late 1990s.
Detail from a piece featured in 28 by Ni Yipeng, a Chinese artist inspired by Warhammer
One of the reasons I’ve been messing about with the backstory behind my Genestealer Cults army is 28. This beautiful – and free – magazine was founded to celebrate a certain cadre of players who have emerged from the INQ28 scene, which is based on a much-loved small-scale and RPG-flavoured interpretation of 40K called Inquisitor1.
It’s been a while since I last posted some of the features I’ve written in my Mechanic column on Rock Paper Shotgun. In The Mechanic, I talk to the developers behind a specific feature of a game in an effort to help players understand the hard problems and thinking that lies behind apparently simple things.
Lately, I’ve been building a Genestealer Cults army for Warhammer 40K and a band of gribbly desperadoes for Kill Team. And, well, one thing led to another and now here I am having written a bunch of lore and stuff that explains my army’s roots. What has happened to me. I even designed a bloody cult symbol.
Update: a second edition with new introduction was published in 2024.
It’s finally out. Japansoft: An Oral History is a new book I’ve edited that’s based on interviews by John Szczepaniak with Japanese game developers of the 1980s and early 1990s for his series, The Untold History of Japanese Game Developers.
I’ve not been doing much feature-writing lately because of a couple of big book projects, but I’ve done this and that. Here’s a quick round-up of work from the past few months that I’m pleased with.
Yesterday my boy came out of his room in the cottage we’ve rented for our holiday in west Scotland. “Dad,” he said. “I finished Spelunky.”
14 years old, GCSEs ahead of him, standing at the very brink between child and adulthood. Voice breaking, sometimes sullen. He still breaks into open affection with a hug, or, more frequently, a joke, but now we feel we’ve earned it. We still tell him what to do, but maybe he needs it less than we think.
“I killed King Yama!” he said, eyes bright. “I shotgunned his hands away so he couldn’t throw skeletons at me, and then threw four bombs at his head.”
I’ve been rather remiss in noting this, but I’m currently working on a new book! Called Japansoft: An Oral History, it’s a spiritual follow-up to Britsoft: An Oral History, which means it’s a set of intimate reminiscences by members of the early Japanese game industry.
As I put it together I realised that I’ve written about Minecraft in many different ways: creativity-n-biz style features in Edge, practical guides about blocks, entertaining (that was the aim) vignettes about them, designing and explaining builds, fiction-based descriptions of mobs, almost-academic works about Minecraft’s creative culture. And then there’s my work as publishing editor at Mojang, in which I read and edit other people’s writing about Minecraft, from novels to sales blurbs.
So I want to talk about that process for the kids that’ll be there, helping them learn about researching, imagining, and putting words down, and hopefully keeping them actually interested by spicing it with little tips and a quiz.