Writing Challenge – I Need Your Help

How Quaint...

How Quaint…

Hey friends, how are ya? I’m chiming in because I’ve been getting more and more requests to actually write more. While I love doing videos, this blog was originally designed to be a primarily written endeavour, but back then, as I was unemployed, I had the time to do more writing. Well, I want to try and make writing a much larger part of this site, and for this first step back into this pond, I want to enlist your aid. I’ve never been the best at coming up with my own ideas for written articles, to be honest, so I ask you: What would YOU like me to write about?

The first five comments with suggestions/ideas (edit: one suggestion per person please) will be the ones I tackle. So, friends, hit me up with what you’d like me to write about. It could be a listicle (I really hate those, but if you want me to do one, I will), an essay or whatever else. Whatever it is, I’ll do it to the best of my ability.

Thanks for your consideration! :)

16 Responses

  1. zircher says:

    Design your dream space game and share! :-)

  2. How good games went bad.
    Which bad games held so much promise.
    Which kinds of bells and whistles are best in 4x.
    How coding challenges hamper playability

  3. The death and resurrection of space games. Why make them now, what changed?

  4. Is it really that difficult to make a good space game?

  5. Copester1204 says:

    1. I’ve always liked reading about the evolution of a genre – the games that introduced a new gameplay element or mechanic.
    2. Great games that never got a sequel (e.g., Freelancer)
    3. What makes Derek Smart tick and what keeps him going despite never achieving commercial success.
    3.5 What keeps indie devs going despite a crowded field and the fact their game is a clone of the 30 that came before it and the 10 other indie clones also in development.

  6. Phillip Edwards says:

    Ways that good games can become great games. Pick a game that has some great ideas but are possibly poorly executed or with some basic gameplay changes could become great.

    Some of this is covered in reviews of specific games, but a more general article perhaps covering a few games or more in general of genres. I.E. How mining is dull in many games, or how the trading portion of games is too simplistic.

  7. Ilya Belyy says:

    I’d like to read something about the related hardware. I’ve used the PS3 eyetoy face tracker you mentioned a couple years ago.
    Now I’m awaiting for delivery of parts for the EDtracker I’ve also learned about from you.
    I’d welcome any other tips. How do you set HOTAS to make best use for a particular game?
    Do you use pedals? Are there any game that can support pedals from the driving wheel alongside the HOTAS?
    In hardware setup do you try to mimic the real aircraft or do you think space vessel control should not be influenced by that?
    How well does it do for non-space games?

    Your videos are populating my ‘watch later’ queue way faster than I can watch them and now dominate the list.
    I still have ‘joy of the right stick’ unwatched and it might turn out to cover the topic exhaustively :-D

    • Brian Rubin says:

      Ohhh, all excellent questions. I’d be happy to write up an article about creating your own HOTAS and using it in a variety of games.

      Real quick, yes I use pedals in games that support them. The problem is not a ton of games support multiple gaming devices, so with separate throttle, stick and pedals, my options to use ’em can be limited. Thankfully my stick has a throttle and twist for older games or games that don’t support multiple devices.

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