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#like i think i’m a good writer but today my ongoing work got 80 hits and o n e kudo.
bizlybebo · 10 months
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guys whatever you do never calculate your kudos to hit ratio
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popculturebuffet · 4 years
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Paul Dini’s Jingle Belle: “Sanity Clauses” review or Santa’s Court Ordered Family Therapy Holiday Special
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Merry Christmas everyone! I”m finally back on the reviewing reindeer after a week out with a cold, aside from the usual ducktales review, and it’s once again a comission from friend of the blog and the only guy who pays me for reviews weirdkev27. If you have your own holliday hyjinks you’d like me to review I do reviews of television and comics for 5 dollars an episode/issue, wtih variable prices for trades in comics case depending on length. Hit me up via my dm’s here on tumblr or send me an ask for my discord if you want to know more. WIth that plug out of the way away we go.  This one was a bit unusual... in that when Kev bought it up I assumed he was going to buy a few issues of Jingle Belle, Paul Dini’s creator owned character we’re talking about today, and just have me review those. What I didn’t realize is he was buying me the full package, a collection of pretty much every jingle belle tale, as well as the released after it “Handmade’s Tale”. one shot. So yeah, while I had’nt really thought of rules for this kind of thing before from now on your free to buy a work for me to review... just keep in mind i’ts both not required for me to review something, and will not wave the commission fee as I use those fees to pay bills, buy things I need like charger cables, and just generally keep my bank account afloat while I look for a day job. 
But... since I hadn’t firmly established any of this yet, and since Kev’s gift means a bunch more commissions from a guy who not only made sure I could afford Christmas, but who has provided me steady work while i’m out of work... this one’s on the house.  So with all the jargon settled, who is Jingle Belle? Jingle Belle is an indie comics character created and owned by Paul Dini in 1998. Paul Dini is an animation god, who thanks to this review I know more about his career than I did before and as much as I always should have. Dini got his start in the 80′s, writing for everything from He Man to Gary Coleman Adventures, before getting called up to the big leagues for Tiny Tune Adventures around the time of the animation renaissance. To my shock, as  I wasn’t aware he wrote for that fine program, he wrote 35 episodes including my personal favorite Prom-ise her Anything.  But while a talented comedy writer, his main talent would show when he moved on to Batman the Animated Series as a writer and story editor. He was one of the main creative forces along with Bruce Timm, with the two going on to make the DCAU, aka some of the best superhero shows ever made, after already making easily one of if not THE best with BTAS. And Timm’s influence showed, Co-Creating Harley Quinn with Timm, and writing the series best episode Heart of Ice, which reworked Mr Freeze from a hoaky silver age villian into the tragic and thoroughly sympathetic character he’s been since that episode. Seriously that’s another one to add to the review pile.. which is giant and sentient at this point. And seriously EVERY episode on his imdb page credits is an utter classic and one I remember fondly. The guy is one of the most talented and seemingly nicest guys in the business and both the world of batman and the world of animation owe him a LOT.  So to my surprise, I found out in the 2000′s he had a comic, Jingle Belle.. then for whatever reason just never dug into it till now. But now post digging Jingle Belle is Paul Dini’s long running series of one shots and series at various companies following the adventures of Santa’s rebellious teenage-ish daughter.. techincally she’s in the 200′s but still looks and acts like a teenager. The idea came about when he got a christmas card from Stephen Speilberg, and wondered how the kids of famous folks dealt with that and if they resented their famous fathers. And whose more famous than santa?. The series spins both out of that brilliant idea and out of Dini’s love for sunday comic strips, back when the panels were larger and creators were given more freedom to go nuts, though even today i’ve seen plenty of great stuff so it’s not all lost pauly.  So in that spirit rather than one long ongoing Jingle Belle is instead a series of one shots, stories in anthologies and what have you, one and done stories more focused on the comedy. The comic has bounced around from various publishers, starting as something pitched to Oni Press, home of Scott Pilgrim and not much else, and has bounced around various publishers since, most recently ending up at IDW, where the trade i’m reading from comes from. So how does a great concept from one of the world’s most creative minds shake out? Let’s unwrap this present and find out. 
We open with an appropriately christmasy rhymey opening as we get the story of Jingle Belle: She’s the daughter of santa claus and mrs. claus, in this case the Queen of the Elves. Which isn’t established until the next story but whatever. And as you’d expect she grew up a cheery, rosey little girl who loved helpiing dad in the workshop.. then everything changed when puberty attacked. 
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As you can see Jingle is now your standard Bratty Teenage Daughter sterotype. At least in this story. See this initial story feels much like a pilot: It’s clear things aren’t ironed out 100% for the idea, and i’ts more a self contained way to get across the general idea, that being Santa has a rebellious teen daughter, via what comes off as an snl skit in comic book form. THat’s not an insult, it’s a GOOD snl skit, and I am genuinely surprised only one movie company’s attempted adapting this comic: the concept is great. I’m just letting you know what i’m working with is all. 
So naturally as a high concept comedy skit, Jing soon, after sharing some cigarettes with the local eskmo boys and accidently lighting her Reindeer’s butt on fire and wrecking her sleigh and some surrounding property, Santa is at his witt’s end and we end up in family therapy. And honestly.. Santa in a family therapists office is a great concept. IT’s why I compare it to a sketch: It’s just a simple one line proposal that’s really damn funny and really damn eye catching. It’s often REALLY hard to get a good santa parody going, so I admire how well he pulled it off here.  But what really centers it is Jing giving her side, making her a bit more than the mostly one dimensional bratty rebellious daughter she’s been pegged as. Oh sure tha’ts still mostly what she is here, I’ll leave it to later stories to flesh her out hopefully, but she gives vallid reasons WHY she acts out: She points out no one even knew Santa had a daughter, and she has no songs or specials or any of that about her. The most Santa can offer up is “Jingle Bells” because the boys say “jingle all the way”... which really, especially in 2020, just makes HIM come off worse for not only slut shaming his daughter, but that the best defense he can offer is “Well some local boys talk about how you boned them that counts right?”. 
That.. poorly aged joke aside Jingle brings up another good point on how sh’es on his shit list.. errr.. naughty list. Still a good gag. And yeah the therapist is understandably surprised Santa dosen’t give his own daughter presents, though his wife does give a valid counter to that: He has to hold a higher standard than anybody. 
And that’s why I’m really intrigued by this concept and want to read more: WE have plenty of stories about Santa’s kids, i’ll grant, from him adopting a kid like in elf, to him passing on the legacy with films like Arthur Christmas and Fred Claus, or even just films about his legacy, like the Santa Claus, aka that time Santa died and his clothes forced Tim Allen into a job he dosen’t want with weight and beard gain he didn’t ask for via yuletide mummy’s curse to become the new santa and nearly loose custody of his child. What i’m saying is the concept is inherently fascinating and The Santa Clause is deeply terrifying if you stop to think about it for two seconds.. as is the sequel what with it’s Nazi Robot Santa Claus Tim Allen. Yes really. 
But this one’s unique in that it’s not about the legacy. Oh sure Santa tries to get Jing interested, and his last attempte wound up with them having to take the bus, another great gag and i’m glossing over most because this is a very funny little comic, but the main focus is more on what kind of pressure that puts on a kid: wouldn’t you rebel too if your parents wanted you to be perfect and to follow in the family business of being basically a perfect human being? Jing herself sums it up perfectly towards the end of the story. 
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Granted after a tearful hug, Jing internally says “that new snowboard is mine.. but i’ts hard not to feel that a godo chunk of this is genuine. Sure she’s playing her parents a bit but.. you’d crack too if your dad was freaking Santa. I’m really intrigued to see where this goes both comedically and character stuff wise. 
So we end on another christmasy narration bit as Belle plays good for a while, snapping only when it docent seem like she gets her snowboard. A comedy ending and an eh one. Not the best honeslty, I feel the comci would’ve been better ended just at the snowboard is mine bit, but i’ve seen worse. 
Final Thoughts: A really good story. WHile it’s rough around the edges, clearly Dini and others have buffed them out over two decades, and i’m really intrigued to see more of this this holiday season and others. Again some parts, mostly playing Jing being sexually liberated for “OH HAW HAW SHE’S A SLUT” laughs is cringe inducing, but most of the jokes have aged well and for a pilot it’s not bad. I really look forward to reading more of the character and diving into her this season and beyond. 
Until then be good to one another, have a happy holidays and always remember: There's  always another rainbow. 
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mikkeneko · 5 years
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A decade of writing
It's the last 12 hours of the year and of the decade, and although I mostly don't bother with the memes of the day, I thought I'd do a bit of past looking over my growth as a writer.
2019 retrospective
I finally finished One Elegant Solution, a monster of a fic I'd started in 2016 and labored on for three years. At 80 chapters, 370k words, and 3 years, it was the largest single piece of fanfic (or anything) that I've ever written, although the combined pieces of Wizards and Heralds were not far behind at 314k total. It was my magnum opus in Dragon Age fandom and also my good-bye to that series, and I felt very relieved and accomplished to have finished it. Still can't believe anybody decided to tune into it, since at the time I started writing it it seemed like a recipe full of all the things nobody wants to see in a fic:
full of OCs and characters so minor they might as well be OCs
focused mostly on dwarves, which get very little interest in the fandom
almost no focus on romance - Hawke doesn't even show up until 300k in
very little focus on combat or adventure; the entire story is focused on politics and community
But it was the story I wanted to write, and people showed up for it. I think that taught me a valuable lesson: write what you care about, put your love into it, and people will show up. If you write only to a formula of what you think the audience wants to see, they will sense your lack of engagement and they won't engage either.
Apart from OES, everything else I wrote in 2019 was Critical Role. A total of... *counts* 22 fics, 2 of which are still ongoing WIPs, most of the rest of which were one-shots. The top four according to AO3 are:
Lost & Found
Molly's Moving Castle
Catleb & the Meowty Nein
Sojourn
Which I would also say probably represent my best work. Of the four, I think I'm most proud of Sojourn; like Rise From Ash before it, it hit the rare combination of being able to do what I wanted, the way I wanted, in a way that seemed to resonate with the audience. Like many writers I'm often dissatisfied with my work, but not this time -- I'm happy with what I accomplished with that fic and don't think I'd change anything (except maybe to rewrite chapter 3 in Yasha's POV, so that every character would get a POV chapter... anyway.)
In 2020 I hope to be able to finish up Molly's Moving Castle and possibly Fjord's YEEHAW! Ranch, and hopefully not start any new big fanfic WIPs.
In the last month or two of 2019 I also got bitten by a bug I've never really experienced before: I got an idea for an actual original work. I'm sort of excited to try that in 2020, since it will be all new territory for me! Tune in in 2020 for the adventures of Gigi the Deepcaller of Underearth, the last bastion of free life on the planet since the gods of evil overwhelmed the surface world. (I hope.)
2010s retrospective
There's so much stuff here that it would be overwhelming to dive into it, so I'll just summarize: 2010 was conveniently the year I started up my AO3 account, so all my stats are on there.
I started the decade in the Tsubasa fandom, from there went to MCU, to Dragon Age, and to Critical Role at the end of the decade. I remember the Tsubasa fandom as being small but supportive; MCU fandom as being huge and overwhelming; Dragon Age as being invigorating, but contentious; and Critical Role, well, too soon to say yet.
From a writer's perspective I would say that the audiences are palpably different. MCU fans are very actively engaged with the material and speculate a lot more; one of them guessed the major plot twist of my story as soon as the second comment of the first chapter. Tsubasa fans were much more content to wait for the story to unfold and not do a lot of guessing. DA and CR are both somewhere in between.
One thing I’ve definitely noticed is the gradual decline of shipping and smut in my fic over the decade. My earlier fics tended to focus on shipping almost exclusively, but starting around MCU and going onwards, there has been more and more emphasis placed on gen, adventure and intrigue and character building, with shipping taking a more and more distant role in the story. I don’t think I’ve written a sex scene since... *checks* RESET in 2017, and before that nothing since 2015. Compared to my uhh colorful record in, say, the Fullmetal Alchemist fandom, this is a big  change.
Anyway, the totals for the entire decade: Fics written: 173 Word count: 2,285,949 words; the equivalent of 45 NaNos, or just under 4 War and Peaces. Comment threads: 5,293 (threads, so not counting my replies) Hits: 720,040
It's strange sometimes to think sometimes that I, a fanfic writer who's never had anything 'officially' published, have probably had my work seen by more people than the vast majority of authors who penned works in the first six thousand or so years of civilization. So much has been lost to time, and even of what was retained, much of it is only read by a few scholars and historians. The ones who have weathered the ages to be read widely today are anomalies, perhaps literally one-in-a-million.
I'm so glad to have lived in this time, in this place, where I can reach out to so many people and share something with you, even if it was no more than a passing touch in the dark.
Cheers!
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symbianosgames · 7 years
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Back in 2013, veteran game maker Warren Spector left the world of full-time game development to become an educator.
Three years later, he came back. He stepped down from his role leading the Denius-Sams Gaming Academy and signed on as creative director at OtherSide Entertainment, where he now leads development of System Shock 3.
"I wanted to make sure I didn't become one of those teachers who used to make games," he explained to Gamasutra last year. "Who used to know how games were developed and why. I knew I needed to keep my skills honed."
This affords him what seems like an interesting perspective on game development. Spector stepped outside the day-to-day concerns of working inside a studio and spent years trying to prepare young, aspiring game makers for challenges they face in today's game industry. Now he's back on the inside, helping to figure out the shape of systems and mechanics. Working through the production process. Making games again.
Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling.
How did your return to full-time game development go?
Well first of all, I did buy a PC finally. I knew the form factor I wanted, and I knew the graphics capabilities I wanted, and it took me a while to find just the right thing but I finally did. I don't know if I should plug the computer I bought, but I did buy one. And I've been playing a lot of games on it, which is good.
"I find that the idea of asking questions, and having a dialogue with your players, much more interesting than just saying 'here's my story.'"
And as far as getting back into game development, it's everything that game development is: it's joyous, it's frustrating, it's scary and annoying and great and exactly what I hoped it would be.
Have you hit production yet?
Oh, we're still in concept phase. I'm a big believer in figuring out what game you want to make before you start making it. So we're still hammering out game systems, working on our narrative, so we're very early on.
What do you think of GDC, having attended for so long and now being back in the role of a game dev attending?
Well I've been to every GDC since the '80s, when it was the Computer Game Developers Conference --
In Chris Crawford's living room?
No, I missed that. It was in a little hotel somewhere south of San Francisco, and it was about 250-350 people, something like that. And I remember my most vivid memory of that was, first thing I went to was a session, a lecture given by a guy named Joe Ybarra -- a big-time producer at EA at the time.
And I remember thinking, "I will never know as much about games as this man does." And then a few years later, he was a friend of mine! But has it changed? Of course -- just look around. Now we've got what is it, 30,000 people coming? Some of them old gray-hairs like me, some of them 20-somethings. Indies, triple-A developers...it’s changed. It's a completely different show now.
What advice might you give to other game devs now? 
Well it depends on what kind of game you want to make. I'm not good at answers of one thing.
The first thing is, always try to make projects that are personally meaningful to you. I realize that it's easier to say and harder to do; sometimes you just have to do the work for hire, and create something that meets someone else's needs. But find something you're passionate about. Whatever you're working on, find something to be passionate about in it.
And then, don't be lazy. I don't mean in the sense of working hard or not, I mean don't assume that games are a mature medium. And that we've explored everything that game are capable of creating or doing. Find that one new thing. It doesn't matter what game you're making -- you can always sneak one new thing into a game. And always look for that one more thing in the work you're doing.
I remember you talked up the possibilities of AI in games, especially non-combat AI, last year. Where do you stand now?
Well, realistically, I'm not sure System Shock is the place to be exploring non-combat AI, given that we're going to follow along in the tradition of everybody being dead *laughs* and communicating the story through video logs, emails, AR projections and all that.
So this is probably not the game to be exploring that particular aspect of game design. But what I do want to do is take the idea of choice and consequence and recovery, the stages of choice, consequence, and recovery from those choices, I want to take that to a whole new level by creating an incredibly reactive world. And then letting players interact with the world in a deeper way than they have before.
So that's largely the thrust of System Shock 3, as much as I can talk about it.
Oh yeah, that's fine. I'm gonna be honest with you, I've never played a System Shock.
Gah! You know, you can still buy System Shock and System Shock 2.
I know! I think it's great. I've tried to play them both, a few times, but...they're pretty old.
It's funny, because needless to say, I needed to replay those games before starting to work on the third game in the series. And when I started playing the first one, I emailed Doug Church, who was kind of the creative driving force behind that first game, and all I said was 'oh my god, this game is hard!' And his response was just "...1994."
Environmental storytelling in the original System Shock
And I said "Oh my god, this game is big!" and his response was "1994."
"Oh my god, this UI is terrible!" "1994."
We did the best we could, you know.
Well since you've been reimmersing yourself in some recent games, are there any you'd call out as especially worth studying by fellow devs?
Well, Dishonored 2. There's a particular kind of game I find most appealing, and the Dishonored series is right in that vein so it's pretty cool.
So I'm playing Dishonored 2 right now, and...well mostly, to be honest, I've been a little disappointed in the games I've played, and haven't played very much. What I do is, I play a game until I get so frustrated that I have to stop, or throw my controller against the wall or something. Or I've learned everything I'm going to learn from it, or I finish it. And I finish very few games.
But you know, I've played some Metal Gear Solid 5. I'm woefully behind, so I've been playing some Shadow of Mordor. Certainly there's some intriguing different things in that game, so that's worth taking a look at. I'm obsessed with some mobile games, there's this little puzzle game called Hundred that I just love. I'm playing it obsessively right now. And these aren't new games, but I think the Go games from Square Enix are a ton of fun. Deus Ex Go, Lara Croft Go, and Hitman Go -- I just find those great ways to pass the time.
There was a minute there where we were sure Shadow of Mordor's Nemesis system was going to be the next Big Thing in game design. Seems like we were wrong -- not a lot of devs picked up what Monolith was putting down.
Well, it's kinda their thing. I can't speak for any developer but myself, but if somebody's already done something, what's the point of doing it yourself? It's like, come up with your one new thing.
And one of my rules for any game I work in is, there has to be one new thing, something no one's ever seen before or done before. And that's already been done. Why would I do it again? I mean, there are certain elements of it that I find intriguing; like, it's nothing new, but characters you interact with on an ongoing basis, who change over time, that's pretty cool. But having them interact with each other, you know, it's an interesting idea. It's theirs. It's not something I'm going to adopt.
So what is it about Dishonored 2 that impressed you, that you think is worth calling out?
Nothing specific. I think it's just the overall immersion of the world, and the behavior with the characters. My ultimate goal is to empower players to tell their own stories, and play the way they want to.
You know, I had a mission statement that was 12 pages long that no one would read. then it was an 8-page version, then a 4-page version, and I ultimately summed it up in two words: "playstyle matters." And the Dishonored games really express that exceptionally well.
So it's not any one thing, but I do wish other developers would take a look at that and do more of it. I'm looking forward to Mass Effect, and those games have certainly adopted some of that approach to game design, and the more people who do that, I think the better off we're going to be, as a medium. And the more enjoyment players are going to get out of what should be genuine interactivity. Most games fake it. The immersive simulation games try not to fake it. So it's that attitude, more than any specific thing.
Yeah, in your Deus Ex postmortem I was surprised to see you acknowledge how much was faked.
Yeah, unfortunately. There's a lot of stuff that isn't, too! What we did was, we had to make sure that each dominant playstyle was represented, for sure. But beyond that, players really did discover their own solutions. 
Sure, many devs these days cite that specifically as a big influence on their work.
Even back then, I was gratified that a lot of developers told me that they were inspired by it. And that was part of the point! 
I was surprised to hear you trace Deus Ex back to your time playing Dungeons & Dragons. How did you wind up playing D&D with Bruce Sterling?
I moved to Austin, Texas to go to grad school, and at that time Austin had an amazing science fiction writing scene. And Bruce was part of this circle of writers, and I fell in with this circle of writers, and another friend of mine, Bud Simons -- he writes under the name Walton Simons -- Bud had been playing in a campaign with Bruce. And invited me to come along to play in this campaign, and it was just...he was just a guy.
At that point, he hadn't even published his first novel yet. He was just a friend. I hung out with him at parties, and then eventually started gaming with him. I was a board gamer, and had never played D&D but then in 1978 there it was, you know? Everything else sort of went away.
So what happened to that Austin circle?
Oh, Bruce left the country and you know, we had families and you know, time goes away. People grew up. But tabletop roleplaying, like I said in my talk, was immensely influential. I wasn't playing just with Bruce, I was playing in half a dozen campaigns, run by various Dungeon Masters.
And just seeing how each one works differently, and yet there's always that same core of players telling stories together. That was seminal for me. It wasn't just important -- I wouldn't be doing what I'm doing without that. 
What, specifically, do you value about tabletop role-playing games, or perhaps tabletop games in general?
Well I get enjoyment out of board games, that's the primary thing I value them for.
Fair enough! I suppose I should have asked, what value do they add to your work as a video game designer? Do you prototype mechanics out on paper, for example?
Well, I'm almost ashamed to admit it, but I've never actually done a paper prototype for a game.
I always think 'yeah, I should do that,' but the games that I make are complex enough that it's hard to keep all the rules in mind. And so there are so many little systems that have to interact with one another that it's hard to imagine making a board game.
One of the things that I don't know if I made the point in my talk very strongly, or at all, is if a game could be made in another medium, it's less interesting to me. I like to make games that couldn't be translated into a board game, or vice versa.
And yet so many video games can be traced back to tabletop games like Dungeons & Dragons.
Oh, sure. We would have no video game business without Gary Gygax and Dave Arneson. I always say that every game developer should get down on his knees once a day, face towards Lake Geneva Wisconsin, and say a little prayer of thanks to those guys.
  "I always say that every game developer should get down on his knees once a day, face towards Lake Geneva Wisconsin, and say a little prayer of thanks to those guys."
But it's also a problem, because I think personally, too many developers have been inspired by the mechanics of those games. And we have better ways of simulating a world than Gary and Dave had back then. So I would love to see us jettison -- forever -- character classes and you know, the character stats: strength, intelligence, wisdom, dexterity, charisma....I mean, we don't need that stuff. So it would be nice to move away from that.
But also the content; look at the content of games, of many if not most video games, and it's right outta D&D or Traveller. And we could do so much more. Thank god for the indie guys and gals; the indie folks are at least bringing new kinds of content into games.
But Richard Garriott was directly inspired by his D&D campaign when he made the first Ultima game; and we just keep on making guys in chainmail and guys with big guns games. Which are right out of that adolescent power fantasy stuff that defined D&D and Call of Cthulhu and Traveller and Empire of the Petal Throne and all sorts of other games your readers have never heard of.
The other thing that's interesting about those old role-playing games is, I don't know if you're familiar with the term Monty Haul dungeon [pun on deceased game show host Monty Hall, a dungeon designed purely for combat and looting -- thus "haul"] but those were always the most popular things.
It was funny, when I got to TSR, where I worked for a few years, everybody up there wanted to get away from the Monty Haul dungeons, where you knock down a door, you kill the monster, you grab the treasure, you knock down the next door, you kill the monster, you grab the treasure.
And so one of the designers did an adventure module that was the most ridiculous, silly, over-the-top Monty Haul dungeon ever, as kind of a statement. And it was the best-selling module we did! It's what people wanted. And that's also inspired video game developers.
You know, we need to be asking bigger questions. And some people are doing that. Again, the Mass Effect games ask you to think about stuff, the BioShock games ask you to think about stuff. The key for me, as I said in my talk, was not to answer the questions. Video games ask questions. Other media answer them.
I find that the idea of asking questions, and having a dialogue with your players, much more interesting than just saying 'here's my story. Here's what I think about Topic X.' That's way less interesting.
Seems like you're still passionate about the future of game dev. Do you know what's next for the Denius-Sams Gaming Academy, now that you're gone?
I'm unclear about that, to be honest. Most of my brain cells are devoted to System Shock 3 right now. I know that they were talking about shifting its focus. Instead of bringing students in and teaching leadership the way we did, there was talk about bringing in guest lecturers and opening up more broadly to the general public.
But honestly, I don't know. I probably shouldn't even speculate! If they ask me for advice, I will give it. 
I ran into a bunch of my students here. It's cool -- they've all gotten jobs or done startups. We really did, I think, change some lives. Which is pretty gratifying. 
Headline photo captured by Ralph Barrera for the Austin American-Statesman
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