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	<title>Sunless Sea &#8211; Weather Factory</title>
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	<lastBuildDate>Fri, 01 Oct 2021 09:44:12 +0000</lastBuildDate>
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		<title>Why the Unterzee eats ships</title>
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		<pubDate>Fri, 01 Oct 2021 09:44:12 +0000</pubDate>
		<description><![CDATA["I think one of the most important things that stories do is prepare us for our death... I think that goes double for games. I think that death and the sea are hungry, but that doesn’t mean we have to wait for them to come to us."]]></description>
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		<title>Get a Cat, or, Why More Content Won't Save Your Game</title>
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		<pubDate>Wed, 31 Aug 2016 19:28:18 +0000</pubDate>
		<description><![CDATA[[Note: I was creative director and lead writer on Sunless Sea, but I’ve left Failbetter and I can’t speak to my old muckers’ future plans.] C.M. comments, on a post where I said ‘content spreads thin‘: “On content quantity: it depends on the game design, I think. The reason Sunless Sea still needs more content […]]]></description>
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		<title>'Embed the ending in the middle, or crush it up and stir it into the rest of the game.'</title>
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		<pubDate>Sat, 18 Jun 2016 08:07:57 +0000</pubDate>
		<description><![CDATA[My Eurogamer column about endings: specifically, but not exclusively, the problems on endings in Fallen London. If you like it, take a look at my previous columns. They’ve included pieces on gravity in games, an alternative history without D&amp;D, the People’s Crusade as it relates to Kickstarter, and six reviews of nonexistent games. Fallen London’s […]]]></description>
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