My weekly-ish posting rate has been saved by Sande Chen posting my submission at Game Design Aspects of the Month. It's my take on how death and repetition as a failure condition is fundamentally at odds with horror aesthetics. (As an aside, I asked the art director of Dead Space about this at GDC and he more or less agreed) The project itself is an extension of the IGDA's new Game Design SIG where a host of design-inclined folks discuss a particular topic. Feel free to comment here or at the source, but I imagine Sande would prefer the latter.
Apologies for no natively new content here, but I returned from GDC on Friday evening and am still catching up on a host of things. For everyone I met at GDC, my sincerest appreciation for being so kind, welcoming and unabashedly awesome. Can't wait to see you all again!
One of many awesome results of GDC was providing a smorgasboard of ideas for me to innaccurate and insufficiently reposit here (well, hopefully not). Next post is already planned and based largely on one of my personal favourite talks from GDC. I'll stay mum to the exact contents for now, but I'll hint by saying my fiancée is wonderfully tolerant. More soon!