Brad Wardell's site for talking about the customization of Windows.
Frogboy's Articles In PC Gaming
March 30, 2021 by Frogboy
This is really interesting documentary broken up into bite sized chunks. It deals with the transition in games journalism that we saw starting around 2010 with the changes to the underlying business models of the media and in particular the games media. Here is part 1:
February 8, 2021 by Frogboy
Google's streaming game platform, Stadia, has been having a rough time this past year. From Take 2's CEO publicly calling them out to the recent Terraria debacle coming right after Google's decision to close their first-party studios, it's not looking too promising for Stadia these days. The tech Stadia is run on is good.  We were deeply involved during the Yeti project and were very impressed with the potential.  We ported our engine over to Yeti and were ready to move our games...
February 6, 2021 by Frogboy
I am really, really enjoying CK3. These days, I generally prefer to stick to playing games that I would never want to make.  So games like Civilization VI or even Stellaris are games that I play but I don't enjoy because they feel like work (this isn't the game's fault, it's because my brain goes into analyst mode when I play them). But CK3? There's nothing else really like it and I love it.
May 29, 2020 by Frogboy
I've worked on a lot of games over the years.  It's really hard, on a personal level, to dedicate multiple years to a single project.  It's the nature of the business but at the end of each project I end up in quite a bit of a funk.   Looking back on my own schedule here is what I've been worked on: 1992: GalCiv OS/21993: GalCiv OS/21994: GalCiv OS/21995: GalCiv 2 OS/21996: Avarice1996: Trials of battle1996: Entrepreneur [Pear engine]1997: Entrepren...
May 29, 2020 by Frogboy
I recently wrote an article for Gamasutra on scripting languages and game engines.   Whether it be Lua or Python or some other scripting language, I think there is a lot to be said about not having to compile your code after every change.  It makes iteration much faster to be able to be playing the game and be writing code changes to improve it while it's running and have those changes simply update. I don't have a strong preference between Lua and Python other than ...
May 2, 2020 by Frogboy
Elemental: War of Magic (most fun) [2010] Galactic Civilizations OS/2 [1993] Galactic Civilizations II [2006] Star Control: Origins [2018] The Corporate Machine [2000] Sins of a Solar Empire [2008] Fallen Enchantress [2012] Stellar Frontier [1999] Ashes of the Singularity [2016] Trials of Battle [1996] Avarice [1996] Offworld Trading Company [2016] Galactic Civilizations I [2003] The Political Machine [2004] Galactic Civilizations III: Crusade [2017] ...
January 6, 2020 by Frogboy
So I still play quite a bit of StarCraft online.  I am not great at it (low Diamond league) but I am good enough at it to know when I'm playing a Smurf. A Smurf is someone who is deliberately playing in a league far lower than what they should be in and they really ruin the game experience.   Smurfing isn't specific to StarCraft and there really isn't much that can be done about it that I can think of.  But it is one of those things that helps remind me as to why I don'...
July 31, 2019 by Frogboy
Paradroid, Raid on Bungling Bay, Lode Runner, Kings Quest, Civilization, Master of Orion, Wing Commander, Planetfall, Star Control, Total Annihilation, Baldur's Gate, Knights of the Old Republic. #alifewelllived.
May 29, 2019 by Frogboy
Have you ever been playing a game and wished you could just hit a button and start changing it right in the middle of the game? Then you're going to love The Video Game Machine (VGM). This is a game we've been working on for over four years.  Hopefully you'll be able to see why. VGM isn't a development tool.  It's been designed so that anyone can make games with it.  Easily. Here's how it works: First, you pick a genre.  We've started with popular genres from the 8-b...
February 14, 2019 by Frogboy
My entire adult life has been dominated by 4X strategy games. Some periods have felt like the genre was in a bit of a rut. Other times (looking at Alpha Centauri and Distant Worlds) there are true moments of amazing innovation. I can't go into specifics because of NDAs. But I can tell you that we're entering a new era for 4X and I thought I'd share with you why this is. As some of you already know, my partner Soren's studio, Mohawk Games, is working on Ten Crowns which is a 4X game and...
January 30, 2019 by Frogboy
I spend a lot of time looking at the sales of PC games and we are quickly moving away from the traditional individual purchase model and towards subscription based platforms. Fundamentally, most titles simply don’t generate enough sales to justify engineering support post release. This is a relatively new issue that will be interesting to see how it gets resolved by studios.  
September 20, 2018 by Frogboy
The most important game release in Stardock's long, 25-year history was celebrated with a party! Here are a few pictures to give faces to match the names! Derek (GM of Stardock Entertainment) and Amy (Director of Operations).   QA and SUpport team with the marketing team!   Sarah and Leo Chris Kowal (VP of BizDev), me, and Kevin Unangst (VP of Marketing & Partnerships) Engineers! Me and my lovely wife Debb...
September 18, 2018 by Frogboy
This week, Star Control: Origins will be released.  It is, by far, the biggest game we've ever done.  It's the first game we've ever made that might qualify as a AAA game in our 25 year history.  The first thing people will notice about Star Control: Origins is that it's unlike any game Stardock's ever made.  Not just in terms of genre, but in general production quality. When you look at Sins of a Solar Empire, Galactic Civilizations, Offworld Trading Company, Ashes...
September 14, 2018 by Frogboy
Star Control: Origins is a space action/adventure RPG game set in the year 2088.  It's been designed so that your character will continue forward for years to come (you won't have to keep your saved game safe).  So as new adventures and such become available, you can be assured that your decisions and actions of the past mattered in some small way. So how do we do that?  The answer is, data-mining. In Star Control: Origins, there are many dialog choices that might seem to to...
August 31, 2018 by Frogboy
With labor day nearly here in the United States, we are putting the finishing touches on what will be the version that goes out for review.   Here are some highlights from this week: Better late than never.  Your ship's fuel range is now showed on the map.  Very convenient if you want to avoid Tywom fan fiction (yes, that's a thing). The in-game codex continues to be enriched with documentation, lore, and other goodies.   Visual effects have be...