Last Online: 2/2/10

Allen Varney

     
I'm a game designer and writer for The Escapist. I designed the large-scale multiplayer business ethics simulation Executive Challenge, and the 2004 edition of the tabletop roleplaying game PARANOIA. I live in Austin, Texas.

Systems I Own:  
Think globally, act virtually

My Escapist articles

For a couple of years I was the most prolific non-staff contributor to The Escapist ( http://www.escapistmagazine.com ). For the first two years after this weekly online gaming magazine launched in July 2005, I appeared in about half the issues. Here are the stories I wrote, with links to the text versions of the articles:

#2: "Greg Gorden"
The longtime paper-game designer is now putting Elder Scrolls games on cellphones.
http://www.escapistmagazine.com/print/2/12

#3: "Gamer Nation"
An entire country that makes your Counter-Strike clan look like wimps: South Korea.
http://www.escapistmagazine.com/print/3/2
[reprinted in Escapist 164, August 2008]

#4: "Player-Prompted PARANOIA"
Crowdsourcing helped me make this roleplaying game lots better.
http://www.escapistmagazine.com/articles/view/issues/issue_4/25-Player-Prompted-Paranoia

#5: "Lifegame 2020"
If life is just a game, in 2020 we'll be playing 24/7.
http://www.escapistmagazine.com/print/5/26

#6: "Licensing: Live With It"
Warren Spector says we can thrive through adaptation.
http://www.escapistmagazine.com/print/6/3

#7: ">READ GAME"
Heirs of Infocom, fans of interactive fiction still choose their own adventures.
http://www.escapistmagazine.com/articles/view/issues/issue_7/46-READ-GAME

#8: "Casual Fortunes"
Getting rich slowly with casual games.
http://www.escapistmagazine.com/print/8/14

#9: "Our Games Are Built on Paper"
It all started with pencils and dice.
http://www.escapistmagazine.com/print/9/18

#13: "The Buzz is Gone"
Buzz Aldrin's Race Into Space went to the Moon -- and then to oblivion.
http://www.escapistmagazine.com/print/13/3

#14: "The Conquest of Origin"
Origin created worlds. EA shipped games. EA won.
http://www.escapistmagazine.com/articles/view/issues/issue_14/87-The-Conquest-of-Origin

#16: "Serious Cro"
Shooter genre blown open by Croteam (who?) in Croatia (where?).
http://www.escapistmagazine.com/print/16/3

#18: "The Asian Weird"
Actual (no! yes!) unspeakably strange games Americans never saw.
http://www.escapistmagazine.com/print/18/10

#19: "Real World Grief"
Historical antecedents of the guy who ganked you in UO.
http://www.escapistmagazine.com/print/19/33

#20: "When Gamers Breed"
Gaming is an extraordinarily effective parenting tool.
http://www.escapistmagazine.com/print/20/3

#21: "Game Design in the Transfigured World"
In the next two centuries, roleplaying ideas will transform society. Game designers can help.
http://www.escapistmagazine.com/print/21/3

#22: "Les Grognards"
"Gameboxes" let them e-mail moves, but wargamers remain joyously low-tech.
http://www.escapistmagazine.com/print/22/4

#34: "Attack of the Parasites"
Casual portals all look alike -- and soon, so will their games.
http://www.escapistmagazine.com/articles/view/issues/issue_34/207-Attack-of-the-Parasites

#35: "I Will Survive"
When game design is outlawed, only outlaws will design games.
http://www.escapistmagazine.com/print/35/2

#36: "My Eyes Glaze Over"
Roleplaying theory for short attention spans.
http://www.escapistmagazine.com/articles/view/issues/issue_36/221-My-Eyes-Glaze-Over

#39: "Metroid Primed"
Nintendo's second-string franchise is poised to jump higher.
http://www.escapistmagazine.com/print/39/11
("[Miyamoto] would rant at us in Japanese for a minute and a half, and then the translator would just say, 'He's upset.'" -- Former Retro Studios employee)

#40: "Wal-Mart Rules"
One giant company controls your games -- but how much longer?
http://www.escapistmagazine.com/print/40/11

#49: "Red Blindness"
China will soon be the #1 gaming market, and the US has no clue how or why.
http://www.escapistmagazine.com/print/49/11

#52: "Speed Thrills"
Speedrunners test the limits of games and game design.
http://www.escapistmagazine.com/articles/view/issues/issue_52/315-Speed-Thrills

#53: "Lifegame 2.0"
The ubiquitous always-on game of the future -- MySpace?
http://www.escapistmagazine.com/print/53/15

#54: "Wing Leader"
Fans of Origin's Wing Commander keep the ships flying.
http://www.escapistmagazine.com/print/54/4

#55: "Raph Koster on Fire"
Ultima Online/Star Wars Galaxies designer immolates himself for your pleasure.
http://www.escapistmagazine.com/print/55/9

#57: "Immersion Unexplained"
Why do we lose ourselves in games? Don't ask a humanities professor.
http://www.escapistmagazine.com/print/57/19

#58: "Ubisourcing"
Ubisoft pushes game production into a larger world.
http://www.escapistmagazine.com/print/58/10

#61: "The Wideload Way"
Wideload Games makes outsourcing fun.
http://www.escapistmagazine.com/print/61/9

#62: "Feelies"
Those trinkets, gimcracks, and doodads that used to be included with games -- whatever happened to them?
http://www.escapistmagazine.com/print/62/11

#65: "Trading Web Cards"
Since the earliest Magic: The Gathering days, trading card games have been moving online.
http://www.escapistmagazine.com/print/65/4

#66: "My Hindu Shooter"
Making a non-violent first-person shooter turned out to be a bad idea.
http://www.escapistmagazine.com/articles/view/issues/issue_66/385-My-Hindu-Shooter

#68: "Red vs. Blue Makes Green"
Rooster Teeth's machinima hit draws imitators -- including (eventually) Hollywood.
http://www.escapistmagazine.com/articles/view/issues/issue_68/396-Red-vs-Blue-Makes-Green

#72: "StarForce Must Die"
The gaming community is deleting the world's most hated copy protection -- but what about the attitude behind it?
http://www.escapistmagazine.com/articles/view/issues/issue_72/414-StarForce-Must-Die

#74: "Un-laming Phone Games"
An interview with mobile phone games consultant Eric Goldberg.
http://www.escapistmagazine.com/print/74/6

#75: "Boutique MMOGs"
Under the radar, but bigger than EverQuest.
http://www.escapistmagazine.com/articles/view/issues/issue_75/431-Boutique-MMOGs
(See also this blog post, "Your own MMOG?": http://www.escapistmagazine.com/articles/view/editorials/op-ed/870-Your-own-MMOG)

#78: "Offbeat Sports Games"
Don't toss that dwarf, hand me the box kite.
http://www.escapistmagazine.com/print/78/13

#79: "In 3-D"
Will computer games ever truly breach the third dimension?
http://www.escapistmagazine.com/print/79/11

#80: "Fat Music"
Computer gaming virtuoso The Fat Man promotes brave and beautiful sound.
http://www.escapistmagazine.com/articles/view/issues/issue_80/457-Fat-Music

#81: "Uwe Boll and the German Tax Code"
Why people keep giving him money to make movies.
http://www.escapistmagazine.com/print/81/4

#82: "Buzz Games"
In prediction markets, you're not just the player, you're the product.
http://www.escapistmagazine.com/print/82/16

#84: "Dunbar's Number"
The number of players you hang out with is all in your mind.
http://www.escapistmagazine.com/articles/view/issues/issue_84/478-Dunbars-Number

#87: "The Indie Guru"
Steve Pavlina helps indie game developers wake up.
http://www.escapistmagazine.com/print/87/19

#88: "The French Democracy"
A machinima smash raises questions about art -- and copyright.
http://www.escapistmagazine.com/articles/view/issues/issue_88/496-The-French-Democracy

#90: "The PlayStation 3 Deadpool"
Death toll from console release unlikely to rise, writer says.
http://www.escapistmagazine.com/print/90/12

#93: "Captain of the Burning Sea"
And Pirates of the Burning Sea producer John Tynes is a right good captain too.
http://www.escapistmagazine.com/print/93/16

#94: "Video Vegas"
Slot machine or videogame? It's getting hard to tell.
http://www.escapistmagazine.com/print/94/15

#96: "Street Fighting USA"
After 19 years, Capcom's classic fighter demands a warrior's discipline.
http://www.escapistmagazine.com/print/96/4

#97: "LEGO Games"
More ways to stack bricks than you can easily imagine.
http://www.escapistmagazine.com/print/97/8

#99: "Biz Sims"
When companies play games with themselves, it's all business.
http://www.escapistmagazine.com/print/99/9

#101: "Blowing Up Galaxies"
For Star Wars Galaxies players, Sony Online's SWG NGE was DOA.
http://www.escapistmagazine.com/articles/view/issues/issue_101/560-Blowing-Up-Galaxies
(See also this Escapist blog post, "Crying Freeman," about how blame for the entire "New Game Enhancements" fell on one hapless underling: http://www.escapistmagazine.com/forums/read/8.42942.)

#102: "Cthulhu: Why so difficult?"
Why Lovecraftian computer games fare so poorly.
http://www.escapistmagazine.com/print/102/10

#103: "The Korean Invasion"
Asian MMOGs find the West is hard to win.
http://www.escapistmagazine.com/print/103/8

#105: "Richard Garfield: The Magic man today"
The creator of Magic: The Gathering has become a role model.
http://www.escapistmagazine.com/articles/view/issues/issue_105/784-Richard-Garfield

#107: "Murder Parties"
Down these mean streets a dinner guest must go.
http://www.escapistmagazine.com/articles/view/issues/issue_107/1304-Murder-Parties

#108: "Pinball Revived"
The web helps an old favorite ricochet back.
http://www.escapistmagazine.com/articles/view/issues/issue_108/1317-Pinball-Revived

#109: "London in Oblivion"
Game engines for architects? Architecture for gamers? Why not?
http://www.escapistmagazine.com/articles/view/issues/issue_109/1331-London-in-Oblivion

#112: "World of New Darkness"
White Wolf's antagonists grow up.
http://www.escapistmagazine.com/articles/view/issues/issue_112/1374-World-of-New-Darkness

#163: "Jonathan Blow's Shifting Intention"
The Braid designer's philosophy continues to evolve.
http://www.escapistmagazine.com/articles/view/issues/issue_163/5146-Jonathan-Blow-s-Shifting-Intention

#164: "Gamer Nation"
Reprinting issue 3's article on South Korea.

#174: "Private Buffoons"
Humor websites and webcomics spread like germs, too fast to track.
http://www.escapistmagazine.com/articles/view/issues/issue_174/5429-Private-Buffoons

#176: "Postcards from the Road"
Games don't really get at the experience of travel. Can they?
http://www.escapistmagazine.com/articles/view/issues/issue_176/5484-Postcards-from-the-Road

#193: "Internet Killed the Tabletop Star"
If the net had never existed, tabletop RPGs would still reign. But that would be bad.
http://www.escapistmagazine.com/articles/view/issues/issue_193/5856-Internet-Killed-the-Tabletop-Star

#200: "Wanted: Ganked or Alive"
Can online games turn griefers against one another to benefit their community?
http://www.escapistmagazine.com/articles/view/issues/issue_200/6032-Wanted-Ganked-or-Alive

#213: "Dominion Over All"
A love letter to the fine 2008 card game by Donald X. Vaccarino.
http://www.escapistmagazine.com/articles/view/issues/issue_213/6338-Dominion-Over-All

#228: "An Offer You Can't Refuse"
Mafia Wars addiction and Zynga's sleazy actions.
http://www.escapistmagazine.com/articles/view/issues/issue_228/6787-An-Offer-You-Cant-Refuse

#239: "Batmanalyzed"
The things Batman fans can't afford to think about.
http://www.escapistmagazine.com/articles/view/issues/issue_239/7109-Batmanalyzed

"Days of High Adventure" columns
I'm one of a group of five writers producing installments of this column about the early days of roleplaying.

27 Aug 2009: Retro-clones
http://www.escapistmagazine.com/articles/view/columns/days-of-high-adventure/6415-Retro-clones

24 Sept 2009: Age of Hero (Hero Games)
http://www.escapistmagazine.com/articles/view/columns/days-of-high-adventure/6569-The-Age-of-Hero

29 Oct 2009: Greg Stafford, Mythmaker
http://www.escapistmagazine.com/articles/view/columns/days-of-high-adventure/6709-Greg-Stafford-Mythmaker
He founded Chaosium, created Glorantha, and designed Pendragon.

3 Dec 2009: Gaming's Renaissance Man
http://www.escapistmagazine.com/articles/view/columns/days-of-high-adventure/6847-Gamings-Renaissance-Man
Paul Jaquays, designer/writer/editor/artist.

14 Jan 2010: A Perpetual Traveller - Marc Miller
http://www.escapistmagazine.com/articles/view/columns/days-of-high-adventure/7023-A-Perpetual-Traveller-Marc-Miller
About the leading SFRPG, Traveller, and its designer.