Essay
Second acts are where runtime-filling content lives, and runtime-filling content has different requirements from storytelling. An argument that the familiar mid-game slump is a scheduling artefact rather than a writing failure, supported by what happens to mission density in eight games.
Long read 4,400 words Eight games
Article
The turn has to come while the player can still afford to rethink. Six of eight games place it after commitment has hardened, which makes a revelation feel like a correction rather than a door opening. On why this keeps happening and what a well-placed turn looks like in practice.
Article 3,800 words Eight games
Article
Horror games are usually discussed in terms of what happens. This piece measures the intervals between events across five games and finds that the successful ones are distinguished almost entirely by the length and shape of the quiet, not by the quality of the interruption.
Article 2,900 words Five games
Note
Strategy campaigns inherit their structure from the tutorial requirement, which produces a first third that teaches, a second third that repeats and a final third that has nothing left to introduce. A short note on the two campaigns that solved this by teaching later.
Note 1,500 words Three games