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paying

An argonian walks down an empty street in one of Morrowind's towns
Product Reviews

‘Because no one was paying attention we could just put anything into the game,’ says the writer responsible for sneaking The Lusty Argonian Maid into Morrowind

by admin September 15, 2025



The Elder Scrolls III: Morrowind – An Oral History from the Game Developers – YouTube

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Filmdeg Miniatures is a YouTube channel run by Tom Evans that is full of interviews with gaming luminaries. I know it mainly for unearthing Warhammer history on topics like the early editions of Warhammer Fantasy Battle. Evans also covers videogames, most recently in an eight-hour oral history of Morrowind in which he lets a host of the classic weird-fantasy RPG’s creators meander up and down memory lane as they discuss how it was made.

One enlightening subject is writer and quest designer Mark Nelson, who was responsible for a chunk of Morrowind’s expansions, Tribunal and Bloodmoon, as well as fleshing out the starter village of Seyda Neen. He’s the guy responsible for Tarhiel, the wizard who memorably falls out of the sky in front of you the moment you leave, for instance.

And he’s also the one to blame for The Lusty Argonian Maid, a tiny joke text that’s become a core part of the Elder Scrolls’ identity. In a game full of serious books about history and theology and philosophy, it’s delightful to stumble across one that’s a silly sex comedy. “I don’t even remember why I wrote it,” Nelson admits in the interview. “It may have been after like a happy hour or something, quite honestly.”


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It may not even have made it to the finished product if Morrowind’s project leader Todd Howard had noticed. “Because no one was paying attention we could just put anything into the game,” Nelson says. “Todd’s rule was always ‘humor has no place in games.’ That’s Todd’s rule. So of course that became ‘humor has no place in games, if Todd doesn’t catch it…’ And that’s where things like The Lusty Argonian Maid came in. I probably was like, I need a break, I’ve been scripting or creating something kind of boring. I’m gonna write a stupid little story.”

While I don’t expect everyone to have eight hours free to watch the entire video, it’s handily timestamped in the description if you want to skip to a specific interview. The picture that emerges from seeing them all side by side is that Morrowind’s existence is even more miraculous than you might already think, especially given how inexperienced the small team was.

“For probably half the people it was their first game,” as Nelson says. “It was insane. That was a passion project. It shouldn’t have gotten made. Like, it’s stupid. It should never have gotten made, it shouldn’t have been a success, but it was a really amazing combination of having the right people at the right time who were just willing to kill themselves to make this game.”

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September 15, 2025 0 comments
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Vodafone is testing an AI ‘actor’ to sell its products instead of paying a human to do it

by admin September 8, 2025


Vodafone made a commercial starring an AI avatar posing as a real lady. This is interesting because Vodafone is a major global brand and not a fly-by-night TikTok company using a ridiculous deepfake of Jackson Galaxy to sell cat toys.

The tells in the commercial are obvious and what one would expect. The AI avatar’s hair is a bit off, which ruins the charade that this is a real person. The physical mannerisms and speaking tone are also wonky. A facial mole moves around at one point. It’s AI. You know the drill.

The company responded to a question on a message board as to why it couldn’t put “a real person in front of the camera” by saying this is simply an experiment. It said it was “testing different styles of advertising — this time with AI,” and that “AI is so much a part of everyday life these days that we also try it out in advertising.”

This isn’t the first Vodafone ad to feature generative AI. It released a fully AI-generated commercial last year that spurred a bit of controversy, despite looking absolutely awful. Social media platforms are also becoming increasingly littered with AI-generated virtual influencers.





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September 8, 2025 0 comments
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Already I'm convinced, Hollow Knight: Silksong is a hymn to the art of paying attention - and it absolutely rules
Game Updates

Already I’m convinced, Hollow Knight: Silksong is a hymn to the art of paying attention – and it absolutely rules

by admin September 5, 2025


Look down. That’s my early tip for Hollow Knight: Silksong, which I’ve been playing for an evening and a morning by this point. On a high ledge? Above a promising gap? Look down. Chances are the developers have put something just within visible range to guide you a little.

Hollow Knight: Silksong

I am – this is a weird sentence – quite a fan of looking down in games. Or rather, I’m a fan of games that specifically allow you to look down. Hollow Knight, Silksong, Spelunky: these are games in which situational awareness really matters. Wherever you are, they seem to say, you are inside a moment. This is not just an empty stretch of gameworld, or padding between here and there. Look down and you might avoid something dangerous. Or you might see something wonderful.

The looking down spirit goes deep too. If I had to sum up my time with Silksong so far, I’d say that it’s a game that prioritises paying attention above all else. That might not seem as if the sexiest of virtues is being foregrounded, but paying attention in games is actually brilliant. Games that need you to pay attention absolutely rule.

Metroidvanias often put a premium on this stuff, of course. Look at the map, but look hard: are there promising chunks of negative space in there where something might be hidden? Look at the walls, but really try to see what your eyes are passing over. Are there cracks that suggest new routes, new chambers? Is there more to this world hidden in front of you?

Hollow Knight: Silksong in motion.Watch on YouTube

In Silksong this goes a lot deeper. Bosses? So far I’ve found at least one which is significantly less of a hurdle if you really look at the environment in which you’re fighting. Collectibles? Silksong’s main currency – I absolutely adore this – is rosary beads. Tiny little things, vital for buying maps and supplies but easy to miss as they scatter across the ground. You have to really pay attention to make sure you’ve grabbed them all.

Onwards and upwards. Silksong is not against cheesing, and making various elements of the resource grind a little easier for you, but you need to spot these opportunities, in the same way you once spotted a bonfire in Dark Souls that allowed you to collect souls in vast quantities. It wants to link distant spots and provide handy respites, but it wants you to work for these things – not just to earn them, but to see the possibilities for them.

Image credit: Eurogamer / Team Cherry

I almost suspected a lot of this. Of course I knew that Silksong would be one of those games you have to really lean in to play, the kind that sees your shoulders tensed and your whole body tilted towards the screen, as if your entire being knows it can’t miss a thing. But I think I always sort of knew that the extra development time was not just being used to make the game bigger, but to make it richer, more alive with incidental elements and secrets and the details that make a design feel packed with potential.

True story: I’m not sleeping brilliantly at the moment. For whatever reason I’m awake and trying to get comfortable at three in the morning, desperate to find a way to keep my eyes shut. But after just one evening playing Silksong, I stepped away from the Switch 2 and realised I was absolutely exhausted. All that paying attention! I had put everything into what I’d been doing because the game had asked it of me, because the game had already put everything it had into the experience too. Last night I slept beautifully. And dreamt of caverns, and bugs, and secrets that were hidden beneath my feet.



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September 5, 2025 0 comments
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Huang and Wei joke around
Product Reviews

‘Still, you’re paying for dinner,’ Nvidia CEO shoots back after TSMC CEO jokes about his $4 trillion NT net worth

by admin August 25, 2025



Nvidia CEO Jensen Huang is back in Taiwan for weighty negotiations with contract chipmaker TSMC. The talks are thought to be related to the new China-specific B30 chips using the Blackwell architecture. No matter the gravity of the talks, though, the Nvidia head enjoys a very cordial relationship with CC Wei, the CEO of TSMC. Their warm relationship is made clearly apparent in a video showing the two billionaires joking about who will pay the bill for dinner.

But first, some trillion-dollar chip company CEO humor.TSMC CEO C.C. Wei: We have the honor for $4 trillion guy to be my guest. More than $4 trillion, huh?Jensen: Still, you’re paying for dinnerC.C. Wei: No problem, if you agree with my wafer pricing pic.twitter.com/Y3iBtoVhqyAugust 23, 2025

(click ‘see more’ to watch the video of the tech titan pals)

With these incredibly serious negotiations probably still some way to go, the two tech leaders enjoyed dinner in Taipei. In the video, you can see them standing closely with Huang’s arm around Wei’s shoulders.


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After Huang’s introduction, and explanation that he has been in meetings with “TSMC’s world-class leaders,” earlier in the day, Wei took his turn to speak. “Let me say that we have the honor to have this four trillion NT guy to be my guest.” The sum of four trillion NT Dollars is about USD $130 billion, and is obviously a reference to Huang’s fortune.

Then, Wei started to ruminate about the precise value of his fellow CEO’s wealth, only to be told by Huang to “stop that!” And, as a quick retort to hide his embarrassment, the Nvidia CEO shot back “Still, you’re paying for dinner!”

We get a sense, next, that negotiations are not yet finalized. Wei responded to the dinner bill tease by saying that he was “not bothered [about the bill], as long as you agree with my wafer price.” The video segment ends with the Nvidia CEO laughing, “I agree with your wafer price.”

Image subtitle “I agree with your price” (machine translation) (Image credit: Unique Business News (UBN) Taiwan)

Huang flew into Taipei on Friday on a private jet and is quoted by a Reuters report as stating, “My main purpose coming here is to visit TSMC.” That report shares some insight regarding the underlying purpose of this visit. It is hinted that it might be related to China’s caution about buying more H20 chips, and Nvidia’s plans to tailor a new AI chip for China – the purported B30.

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Also, according to Reuters, Huang was in Taiwan to thank TSMC for the successful tape out of six brand-new chips, including a GPU and a photonics processor for Rubin-architecture supercomputers. Every one of those chips is “new and revolutionary,” claimed the Nvidia CEO.

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August 25, 2025 0 comments
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Varric and Harding in Dragon Age: The Veilguard.
Product Reviews

We can’t keep making videogame stories for players who aren’t paying attention to them

by admin August 18, 2025



Harvey Randall, Staff Writer

(Image credit: Future)

Last week I was: Talking about entropy in MMORPGs, and being a busy bee in World of Warcraft.

I’ve noticed a trend—particularly in some recent RPGs—of, well, let’s call it ‘Netflixiness’.

Dialogue designed to leave absolutely nothing to interpretation, to exposit information in the most direct way possible, devoid of any real character or context. There’s an assumption that any moment the audience spends confused, curious, or out-of-the-loop is a narrative disaster.

I hate to keep knocking Dragon Age: The Veilguard about, especially since I still had a decent time with it all told, but the thing that made me break off from it after 60 hours really was its story. It’s a tale that does get (slightly) better, but it gave me a terrible first impression I never quite shook.


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Given the game’s troubled development history, and the fact that some of its writers have produced perfectly fine work before (Mordin Solus, for cryin’ out loud), I’m led to believe this pattern comes from the top. Well, I have a hunch.

When Varric says “That ritual is going to tear down the Veil—the only thing separating us from the Fade and an endless number of demons” to Rook, his mission partner, who should know all of this already, I can’t help but think of one thing. Second screen viewing.

In this excellent article in the International Journal of Communication, Daphne Rena Idiz recounts a time where an interviewee told her that Netflix had insisted: “What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say.”

Now Harvey, one might say, that makes absolutely no sense. Videogames—with some exceptions in genre, like idlers—aren’t played as second screen activities. To which I would reply: You’re exactly right, but since when has that stopped executives from chasing trends against common sense before? These are the people who thought Veilguard still should’ve been a live service game. After everything.

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This is conjecture, but I don’t think it’s out of pocket to assume some of these companies are chasing the narrative successes of streaming services. Or that in doing so, their big bosses might adopt all sorts of “wisdom” designed for making media meant to be consumed, not enjoyed.

After all, in these second-screen shows, nothing is left up to chance. If your audience gets lost, it’s bad. If your audience gets confused, it’s bad. Bad stories are confusing. Good stories are understood. I know these things because I’ve looked at other good, popular stories.

The Veilguard follows in this trend, because it’s a game that’s terrified of audiences getting lost at any point. As fellow PCG writer Lauren Morton put it, it’s “desperate to chew my food for me”. And whether the problem lies with big movers and shakers at EA, or their selected testing audiences, it doesn’t matter. Because we’re shooting ourselves in the foot, here.

Everybody loses

Videogames are enjoyed in a ton of different ways—some are even designed for you to tap out of the story entirely, or to only engage with it as an option. And this is fine. But you cannot, as EA did, reach for other audiences on the assumption that the nerds will like whatever you give ’em.

(Image credit: BioWare, Electronic Arts)

Some players will skip every cutscene, glaze over every dialogue entry, and hammer their skip button ’till the face button’s worn out. And I have no qualm with these people—they simply value a different set of things from me. We can coexist. It’s the design assumption that we must be met in the middle that’s messing us up.

For this player, a story that’s impossible to ignore will barely register for them. If anything, it might backfire—making them feel coddled or pushed into situations they don’t care about. And for me, dialogue that’s written for people who aren’t paying attention makes my brain want to crawl out of my skull and autonomously go do anything else.

Here’s the thing: Good writing advice says to ‘show, not tell’ not because everything must be shown as soon as it comes up, lest the audience be lost, but because it’s inherently more interesting to give us the pieces we need to draw conclusions. Crucially, you don’t always have to actually give people information.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster. It’s okay to let a question mark float above your player’s head, or to trust they’ll get the gist from context clues. We can tell the ritual Varric and Rook are trying to stop is dangerous because they’re trying to stop it. I promise.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster.”

I feel like there’s this phantom assumed viewer who, without a full set of narrative cards in their hand, will throw their controller and immediately do something else. And that makes me sad, because it assumes your players aren’t curious. That they don’t want to have questions, or aren’t interested in seeing where something leads.

Some aren’t, sure, but if you design videogame stories for them, you rob from your most invested players the simple pleasures. Analysing the story, looking deeper into scenes, discussing it with each other online. And as someone who watched Final Fantasy 14 reach a fever-pitch of over-explaining during Dawntrail, that stings, let me tell you.

I’m sick of seeing games with an air of corporate weight sitting on top of them. I’m tired of watching a scene and going “yep, that probably tested well with audiences”. I’m exhausted by this pervasive idea that writers are to be resented, or that I have the memory of a goldfish (I do, but that’s besides the point).

I want to get a little lost. I want to have to think about what a scene I just watched meant. I want to see where your story goes, rather than be told where it’s headed. We simply cannot keep making videogames for people who aren’t paying attention, because it won’t change anything for them—and it’s making the rest of us bloody miserable.

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August 18, 2025 0 comments
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