







How we became nostalgic for Minecraft
The Minecraft Generation (Published 2016)
How a clunky Swedish computer game is teaching millions of children to master the digital world.

20 years ago, Dead Rising showed a different path for open worlds, and more games should pinch its ideas
Dead Rising showed developers there were different ways of doing open worlds. 20 years since its release, we go back and explore what we could of had.

The day open source died: a story about Minecraft, Bukkit, and the GPL
Once upon a time, I volunteered in the Minecraft open source community with Bukkit and Spigot. This is a story about FOSS and young folks.

I wrote a story for a friend
In which I liberate the ending to Minecraft from Microsoft… and give it to you.

StarCraft: The past, present and future
Back in the ‘90s, Chris Metzen had an idea for a new game. For the still-blooming Blizzard Entertainment, these were formative years. There was Warcraft as of 1994, but there was no World of Warcraft. There was talk about doing more real-time strategy, as the company was arguably getting good at it, and a keen interest in heading into space.


Good Game Well Played: The Story of the Staying Power of ‘StarCraft’
Twenty years after Blizzard’s baby redefined a genre and spawned the esports movement, it remains a timeless proof of concept for what online competition can be

Ten Years of World of Warcraft
Ten years of World of Warcraft. Well. So many thoughts. WoW has always been a contradiction of sorts: not the pioneer, but the one that solidified the pattern. Not the experimenter, but the one tha…

How ‘Baldur’s Gate’ Saved the Computer RPG
The genre-stretching game broke new narrative, technical, and gameplay ground and established the identity of one of the past two decades’ most storied video game studios

The Rise and Fall of the Lone Game Developer – Holy Ghost Stories
In the early 80s, all it took to make a game was a computer, some graph paper, and a lot of determination.
» Starcraft (A History in Two Acts) The Digital Antiquarian
Great success brings with it great expectations. And sometimes it brings an identity crisis as well.



Rise of the Tomb Raider review
Rise of the Tomb Raider reads like an answer to the question, "What if we made an open-world game but removed all the mundane bullshit from it?"

Winning back the Open Web
Walled gardens dominate because their massive data collection lets them deliver superior user experiences. To win back the open web, we need to build alternatives that respect users, embrace open standards, and still feel unmistakably better to use.
