Magic: the Gathering is an omnipresent game in the nerdy gaming space. It's been around for decades and shaped multiple other major games in the field, defining what customizable card games (CCGs) look like to multiple generations of players. Many of Magic's fans think of it as the best thing since sliced food tokens. My own relationship with the game is more complicated. There's plenty I appreciate about it, but I've also come to feel that it's more of a sandbox for doing things than it is an interesting game.
It's an absolutely wildly bonkers idea to mix creative storytelling with the mechanics of a game; that's why I made a blog to do just that. Ludicrus Gaming is my lair of mad gaming science. Tread with caution.
Saturday, March 16, 2024
Sandboxes and Skilltesting
Friday, February 23, 2024
Games That Clicked: History, Harkonnens, Heartbreak
I've been shaped by so many games. I wanted to make something like a "Top 5 Games that meant something to me" post, but I quickly realized that it was hard to boil things down that much. Instead, I wanted to do something more casual, something brisker, and just chat about some of the games that stuck with me over the years. Every game I've played has left me with something, no matter how small, but these are the games that captured me, games that connected with me, even for just a fleeting moment.
Wednesday, January 31, 2024
Playing With Pinball
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| Good ol' Space Cadet Pinball. How's that for a throwback? |
Once upon a time, I learned the joys of a wonderful little game called "Space Cadet Pinball". I bashed the flippers, I sent the ball rocketing, I even learned how to shoot the ball up that left ramp over and over again. Then times changed, that little pinball game on my computer was no longer compatible with my version of Microsoft Windows. I had to tuck it away in the corners of my memory, but I always thought about it now and again. Then last year, I picked up a free pinball game. I quickly got enough enjoyment out of it to buy a selection of tables, and I've been playing them a lot. And I've had some interesting thoughts about how, exactly, these games build the experiences they do--including, surprisingly, storytelling.
Saturday, October 21, 2023
Creating Emotion in Games: Wrapping It Up
I didn't really expect my retrospective of Creating Emotion in Games to wind up like this. It's been a while since I've been motivated to recap the next part, and there's a few reasons for that. With at least five, six more blog posts that need to be surmounted in order to finish the project, it was beginning to look intimidating, especially because they just weren't getting creatively fulfilling to me. I'm going to unpack some of that here, along with some of the other things that were beginning to make this a frustrating project.
So I think it's time to call it. Officially, this is going to be the last post in the retrospective, but I'll be talking about the things I want to write about going forward, because I have plenty of ideas ready to go!
Monday, October 9, 2023
Game Moments: an Outburst in Girl by Moonlight
There's a moment in an RPG session that's going to stick with me for some time, I think. Not necessarily for how dramatic or important it was, but for how miraculously effortless it was. I was playing a session of Girl by Moonlight, a game about magical girls in the midst of turmoil. My character, Aster, was doing physical training at the gym with her teammate Solania-Vetis when she pushed too far and collapsed. When she was advised to be mindful of her limits, Aster lashed out and said "I don't want to have limits!"
It surprised me, because it just popped out, and yet it also perfectly fit the situation, because of the way that the game set things up--it was the sort of spontaneous outburst that I hadn't really experienced in games for some time. Let's have a look at what came together for that moment...
Sunday, September 10, 2023
Creating Emotion in Games, Part 5: Digging into NPCs
In Part 4 of the Creating Emotion in Games retrospective, we had a bit of a double feature, covering the core concepts of Groups and the fundamental ideas behind NPC dynamics. This time around, we're going full-on into the meat of NPC techniques, exploring plot arcs, chemistry with the player character, and more!
Monday, August 28, 2023
Creating Emotion in Games, Part 4 -- Groups and NPC Relationships
If you're new to my retrospective on Creating Emotion in Games, start at the first post and work your way forward; it'll make more sense! If you're just catching up--in part 3, we got introduced to the book's basic ideas--how to define non-player characters (NPCs), give them interesting traits, and then add deeper texture to them. This time around, it's a bit more of a mix of content--there's still more about NPCs, but we're also going to move into some more unique (and game-specific) territory: groups and factions.
Monday, August 14, 2023
Creating Emotion in Games, Part 3 -- NPCs and Dialogue
Tuesday, August 1, 2023
Creating Emotion in Games, Part 2 -- Finishing the Intro
Last time in Part 1, I covered the first part of the introduction to Creating Emotion in Games, which sets up a sales pitch for "why invest in games storytelling?", introduces the author's concept of Emotioneering™, and explains some of the difficulties that professional writers from other media have when transitioning to games writing. Today, we're going to wrap up that introduction with a few miscellaneous sections that make their way in, completing the pitch and setting the stage for the actual techniques to come.
Sunday, July 30, 2023
Creating Emotion in Games, Part 1 -- The Intro
Let's turn the clock back about 15 years. I was in college, I was pursuing a Communication Arts -- Multimedia degree, and I was taking a course (in my woefully underprepped department) on writing for games. It was pretty barebones, and I don't even know where my class project wound up, but I did keep the textbook from that class, David Freeman's Creating Emotion in Games. I had some misgivings about it, I had some opinions about it, but I still kept it around. I just decided to crack it back open, and do a cover-to-cover reread. I'm not exactly sure what I'm going to find, but let's have a look together.
Saturday, August 27, 2022
Blood At the Witching Hour
Tuesday, September 3, 2019
Card Counterplay: Interacting With Your Opponent
Tuesday, August 13, 2019
Loops, Journeys, and Single-Player Gaming
Friday, July 26, 2019
Origins 2019 Recap: Roleplaying Games Edition
Wednesday, July 10, 2019
My Star-Crossed Moments at Origins 2019
I knew. Not two minutes after walking away from the booth, I knew. There could be nothing else, there was nothing else. But to explain this, I'm going to have to back up a couple of days...
Wednesday, June 26, 2019
Origins 2019 Recap: Boardgames Edition
Tuesday, June 4, 2019
Do You Have the Skills?
Tuesday, February 5, 2019
Puzzled: the Design of Conundrums and Puzzles
Saturday, July 22, 2017
The Puzzle Design of Life is Strange
It seems odd to talk about Life is Strange in light of its puzzles, since it's so heavily-focused on telling a powerful story, but the puzzles contained in this game were built as part of a cohesive whole. When looking at a game, it's good to remember that every part of that game was put there with some sort of intention--so what was the intention behind the various puzzle sequences in this game? I want to look at a few different types of puzzles found in Life is Strange and explore just how they connect to its story, and what they attempt to achieve.
NOTE: this post will use example scenes from multiple episodes of Life is Strange in order to provide clear and specific examples for its points. I highly recommend that you play the game before reading this, but have avoided plot spoilers.
Monday, July 3, 2017
Life is Strange: Butterflies in the Vortex

"Do your powers include mind reading? Or did you just rewind because I tried to steal the cozy chair?"
Some of you might remember my Walking Dead review, where I talked quite glowingly about Telltale Games' feels trip masquerading as interactive adventure with zombies. This time, I'm covering something that's basically the same, sans zombies and plus the Pacific Northwest. Also, sort-of time travel. Is it as good as The Walking Dead? Is it, dare I say, better? Find out what Life is Strange has in store for you...
This review will be spoiler-free, containing no plot details beyond the basic premise that I mentioned above.
Note: I originally posted this review on The Catholic Geeks, but intend to follow up on it more in-depth here.

