Alright, who’s ready to learn about Starbucks? The coffee chain started as a small shop on Western avenue near the Pike Place market in Seattle, back in the 1970s, but when that building bu-
Wait, hold one, I’m reading more closely, today we’re talking about a singular Starbuck, that singular first mate of the ivory Pequod. Well, that’s a whole different kettle of fish! Continue reading “Chapter 26: Knights and Squires”
The vast majority of roguelikes don’t have any sort of plot at all. Or, at least, only the most basic bare bones of one. More of a framing story, something to explain what’s going on on only the most surface level. Going all the way back to the original Rogue, where you are simply trying to retrieve the Amulet of Yendor. Often, they run along those lines, get to the end of this dungeon and either retrieve this artifact or kill this evil wizard or whatever.
Continue reading “Towards a Better Roguelike: How to Tell a Story”
Another tiny little chapter today. As the title suggests, really more of a postscript to the previous chapter, one little last-minute addition.
Surely there can’t be much to say about this, can there? This tiny half-formed thought doesn’t touch on any great themes like the Lee Shore did. Ohoho, we shall just have to find out! Continue reading “Chapter 25: Postscript”
Now that Ishmael has properly begun his fateful voyage, this book will freely shift between narrative and non-narrative sections with no transition necessary. Ishmael doesn’t need an excuse to go off on a tangent at sea, there’s plenty of free time to sit around and think his thoughts.
This is the first chapter where we’re not following the narrative at all. This isn’t inspired by something in the last chapter. It’s not an anecdote connected to some incident that we get a glimpse of. It is purely Old Ishmael rambling about something. The narrative chain has been broken. The next time we pick it up, it may be hours after the Pequod left port, or months. We have no way of knowing.
Continue reading “Chapter 24: The Advocate”
Ah, this chapter.
This is one of the shorter ones in this massive tome. Not the shortest, I don’t think, there’s a chapter later on that’s only a single paragraph. But this one is definitely punching above its weight class when it comes to interesting thematic and philosophical meat to chew on versus length. Continue reading “Chapter 23: The Lee Shore”
Merry Christmas! Boy, the timing on this one sure didn’t work out. Yes, as it turns out, the Pequod launches on Christmas day of… some… unknown year? I could just go grab the same date as the launching of the Essex, the real, actual whaling ship that was sunk by a sperm whale, and say “ah yes, clearly this is Ishmael recounting his voyage on that famous boat through the Medium of Fiction” or some such thing.
But, as it happens, the sinking of the Essex is mentioned in this book, by Ishmael, as proof that it is in fact possible for a whaling ship to be sunk by a whale. Ah, but I’m getting ahead of myself, that’s not for a while, I don’t think. Let’s get into today’s chapter. Continue reading “Chapter 22: Merry Christmas”
It’s time! Time to get in a boat and go hunt some actual, factual, living whales.
Well, it’s not quite time for the hunting part yet, but it is time for this most famous of American maritime novels to actually get to the part where they’re on the ocean. Technically, they’ve already been there, it’s hard to avoid when you’re going to Nantucket, but you know what I mean! The whaling voyage! It’s… well, it’s time to go aboard, as the title says. Let’s get into it.
Continue reading “Chapter 21: Going Aboard”
I said in my first post that I wanted to make a roguelike JRPG. But what does that even mean, exactly? What are the fundamental features that make a game a JRPG? How could those best be translated into the traditional roguelike framework? What do they bring to the table in terms of clarity and flexibility?
Good questions, all. Let’s get into it! Continue reading “Towards a Better Roguelike: Breaking Down the JRPG”
Today’s chapter is pretty short and breezy, but still does some important work. As we approach the fateful voyage of the Pequod, the omens and portents of its ruin are gathering thick in the air.
But, there are still the final preparations to make. So many little things must be taken care of. The ship will be away from land for three whole years, so they must plan for every eventuality. Continue reading “Chapter 20: All Astir”
I have kind of a strange history with the Yakuza series.
Back in the PS2 days, it was just sort of another game on the shelves among hundreds. I had no idea what it was about, other than Japanese organize crime, or even what kind of game it was. As a Nintendo fan going way back, the fact that it was made by SEGA was meaningless to me, and if anything made me less inclined to give it a shot. Continue reading “Yakuza Kiwami: A Strong Foundation”