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Talking With Computers: Part Two

Façade. Galatea. The Sims. Ultima. Civilization. Quantic Dream. BioWare. Bethesda. Randy Smith charts the fertile middle ground of interactive dialogue.

Talking With Computers

Interactive dialogue is incredibly difficult, and to prove it, Randy Smith presents a list of techniques which don't quite work.

Is The Holodeck The Holy Grail?

Truly interactive characters: do you even want them, asks Randy Smith.

Making Stuff Up

In another act of shameless self-promotion, Randy Smith looks at his game, Spider, and how successfully it tells its story.

Redesigning Casablanca

Randy Smith watches the classics and realises that films have no easier a time telling stories than games do.

The Elegant Dodge

Randy Smith post-mortems his new iPhone game, Spider, and reveals the truth behind grand theory and pragmatic practice.

iSolution Or iToilet?

In the interests of finding games' future on iPhone, Randy Smith immerses himself in the fart jokes and wobbling knockers that comprise its present.

The Art Of Telling Stories

Great games, like great stories, are more than just a random collection of good scenes.

What Does It Take To Make You Care?

It's all about simulating emotional scenarios: Randy Smith concludes his series of columns about the challenge of making games that aren't fun to play.

Bad Ideas For Games That Aren’t Fun

Part three in Randy Smith's musings over making games that aren't fun to play.