This isn't really a proper update, so I'm somewhat reluctant to mention it. But I more just wanted to tell people what I was doing on the weekend.
I had a sit down and penned a draft outline for yet another video-essay to be completed one day (tm). Though I know, cart before the horse. Since I've been thus far unable to finish even the first one.
This one was prompted by the recent completion of Divinity II: Original Sin, which I was thoroughly impressed with. And I wanted to talk about some of its clever design decisions that many a developer could learn from when it comes to storytelling and replayability that doesn't revolve around finding randomised "loot". And then contrast against several similar examples where, despite a rich storyline, the player isn't paying attention because it's overshadowed by gammification, leveling and lootbox bullshit.
Also, I need to get round to providing a full list of the available video essay drafts I have sitting in Evernote. Just as I've done with the (tad out of date) bullshittery summary. That way you'll know 'what's on the menu' when it comes to voting for what you'd like to see next.
But a quick summary of the video essay drafts I have in Evernote:
hexd0t
2018-06-13 14:48:05 +0000 UTCTango Alpha Roma Nova
2018-06-05 11:20:44 +0000 UTC