Here’s how it happened for me. I was sitting in the back seat on the passenger side. I had just asked the driver how long he’d been with Uber, and he said, like he’d answered the question a thousand times, “Six months.” Then I asked how many rides he’d given, and there was a sort of cool pride in his face and I was expecting a big number, when I saw—or really felt—a presence to my right, a buzzing, looming mass. I looked out the window, and there was the wheel of an eighteen-wheeler right beside my door, coming closer. I still don’t know whether it was changing into our lane or we had drifted into its.
I’ve been making video games for about 25 years. I’ve been a gamer since long before that, and a Christian since before that.
Games have changed a lot over the years. Prior to about 2005, there were a very limited number of good games, certainly a very limited number of “big” games that would take hours and hours of play. They tended to cost a lot of money: you didn’t get a lot of good gameplay for free. To be a gamer then meant to binge on a game for 20 or 40 hours, then wait several months for the next big game to come out. Therefore to be a “gamer” meant spending a lot of time not playing games. You’d get addicted to a game for a week or maybe a month, but then your sources would dry up and you’d go back to real life.
This article is about board games, how they are designed and played, but most importantly how they are talked about. My goal in writing it is to help people who give reviews of board games to give better ones. My thesis will be that games produce certain subjective qualities of experience, and that a good board game review should analyze and expose these subjective qualities in an objective way.
I recently completed the quest of reading everything C. S. Lewis ever wrote in chronological order. Now when the moment is fresh, I’d like to clarify, celebrate, and reflect upon that quest. My chief goal in reflection is to make as much good out of the reading as I can as well as to pave the way for the second expedition through his works that I hope to make someday.
In the early 80s, all it took to make a game was a computer, some graph paper, and a lot of determination.
J. R. R. Tolkien wrote The Lord of the Rings over a long interval that began well before World War II and ended a few years after. Both Tolkien and his adult son Christopher regularly attended meetings of the Inklings, a literary group of which C. S. Lewis was the guiding star, and the two Tolkiens took turns reading The Lord of the Rings as it came together. Lewis had therefore heard most of The Lord of the Rings before receiving the typescript of the finished novel in October 1949. After reading it he wrote this letter to Tolkien. Continue reading “C. S. Lewis’s Letter to Tolkien upon First Reading The Lord of the Rings”
With a major C. S. Lewis conference getting underway in Houston this weekend, I thought that now would be a good time to publish my chronological bibliography of C. S. Lewis. It is now available as a Google Docs sheet.
I have prepared this bibliography in order to serve my own quest of reading all of Lewis’s writings in chronological order. If you are on this or another, similar quest, you may also find it useful.
It was also enlightening.
John Hopper was born to pole vault: so said everyone who knew him. At the age of 1½ he could leap at a run onto his parent’s four-poster; at two he could jump over the railing of his crib and land inside comfortably on his back.
Continue reading “Without Peer”
I’m on a mission to acquire a copy of everything C. S. Lewis ever published. The standalone books aren’t too difficult but the essays are a different story. They have been published and republished many times in diverse and overlapping collections. Some collections are out of print. Some are available in the UK but not the US. The essays sometimes change titles as they move from editor to editor. The task of deciphering the minimum number (or minimum total cost) of books necessary to own all of Lewis’s essays very nearly requires the help of an artificial intelligence.