"If nothing we do matters, then all that matters is what we do. Cause that's all there is. What we do. Now. Today."
This realization in Angel’s second season can be seen as a mission statement of sorts for the entire series. When confronted by the prospect of never being able to truly defeat evil in all its forms, Angel has an epiphany (Hey, what a coincidence the episode is titled Epiphany). Fighting evil, being “good”, is not about truly winning. It’s not about the rewards at the end, it’s about the actions taken everyday. One does good, not because they expect a reward, but because they can. Because being good is an end in itself.
In contrast to an “Ends justify the means” philosophy, Buffy, Angel, and Firefly continuously reinforce the idea that the ends are irrelevant. Rewards may not exist, but the heroes still...
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[Originally posted at http://gambit.mit.edu ]
I have a confession. I never beat The Legend of Zelda: A Link to the Past without infinite magic. I used infinite lives to finish Hyperzone, Thunder Spirits, or any of the other SNES scrolling shooters that I loved. My first full play-through of Final Fantasy 6 was made a little easier by starting the game with four of the most powerful weapons and accessories. Game Genie made it all possible. Did I miss out on some of the fun by cheating my way through challenges?
“Some of the puzzles will be hard. But when you manage to solve those hard puzzles, you will feel very good about it. The game will feel very rewarding. Don’t rob yourself of that feeling by...
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[Originally posted at http://gambit.mit.edu ]
Moki and Rooki are back! Moki Combat 2.0 features a brand new design built around a unique physics engine. It’s been a fascinating experience to take the original demo and gradually transform it to the current state. Moki Combat 1.0 was based around arena combat, but as we implemented the new physics we transitioned towards slower almost puzzle-like jousting, switched from arenas to linear levels, and eventually de-emphasized the combat itself. Hopefully I can shed some light on our process and the challenges we encountered along the way.
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I like adventure games. I’m referring specifically to the traditional point-and-click graphical adventures. The first one I played was Torin’s Passage way back in elementary school. It was the funniest game I had ever played and had the most sophisticated plot (but keep in mind that the next closest was probably Teenage Mutant Ninja Turtles: Turtles in Time). Torin’s Passage was developed by Sierra and written by Al Lowe of Leisure Suit Larry fame. As a simpler and more accessible variant of the typical adventure games, it was perfect for a kid new to adventure games. There were no verbs to select, generally straightforward puzzles, and even an in-game hint system. What really drew me in were the elaborately animated characters, full voice-overs, and hilarious dialogue. The world of Torin’s Passage was a twisted fairy tale that was light-hearted with an underlying dark edge. I fondly remember the mountain-top guru with a yiddish accent, the slapstick shapeshifting of Torin’s pet Boogle, and the emotional revelations during the final encounter. The intriguing characters and plot-twists made me begin to realize that actual stories could be told through games.
But what do I remember of the puzzles and various interactions? There was the hill where I had to hunt way too long for just the right blade of grass to click. There was a frustrating sound puzzle whose solution seemed arbitrary. There was a puzzle where...
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