After the Boss
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Form & Friction

Essays on systems, pacing, repetition, interface drag, and the difference between deliberate design and accidental annoyance. Dissects how a game feels to inhabit over time.

What a $169 Ergonomic Office Chair Gets Right About Long Gaming Sessions
Form & Friction
Oct 14, 2026

What a $169 Ergonomic Office Chair Gets Right About Long Gaming Sessions

A $169 ergonomic office chair tested over two weeks of long strategy sessions and late-night writing. What the lumbar, h...

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The Dimmable Desk Lamp with USB Charging That Stopped Interrupting My Writing Nights
Form & Friction
Sep 28, 2026

The Dimmable Desk Lamp with USB Charging That Stopped Interrupting My Writing Nights

This dimmable desk lamp with USB charging cut the small interruptions that ended my writing nights early. The flexible g...

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Dumb Mounts in Assassin’s Creed: Why the Horses Feel So Strange
Form & Friction
Oct 15, 2026

Dumb Mounts in Assassin’s Creed: Why the Horses Feel So Strange

Dumb mounts in Assassin’s Creed explained: why horses feel strange, which games handle riding best, and how to reduce tr...

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First Third Person: When Games Put You Inside the Story
Form & Friction
Oct 12, 2026

First Third Person: When Games Put You Inside the Story

First third person explained through games: see how intimate narration, distance, and shifting perspective shape meaning...

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Uncanny Valley Graphics: When Visual Polish Becomes a Problem
Form & Friction
Oct 11, 2026

Uncanny Valley Graphics: When Visual Polish Becomes a Problem

Uncanny valley graphics can make a game feel hollow. Learn why they fail, how great art avoids the trap, and which visua...

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Resident Evil Loading Quotes: Why the Series Made Waiting Memorable
Form & Friction
Oct 10, 2026

Resident Evil Loading Quotes: Why the Series Made Waiting Memorable

Resident evil loading quotes capture the series' dry humor, dread, and strange confidence. Explore the best lines, why t...

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Environmental Storytelling: When Game Spaces Say More Than Dialogue
Form & Friction
Oct 09, 2026

Environmental Storytelling: When Game Spaces Say More Than Dialogue

Environmental storytelling turns game spaces into evidence. See how level design, objects, and silence create meaning, d...

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The Game Loop: Why Repetition Becomes Meaning
Form & Friction
Sep 28, 2026

The Game Loop: Why Repetition Becomes Meaning

The game loop explained for thoughtful players: see how repetition, reward, friction, and meaning shape staying power, a...

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Is Elden Ring Open World? A Clear Look at the Lands Between
Form & Friction
Sep 24, 2026

Is Elden Ring Open World? A Clear Look at the Lands Between

is elden ring open world? Explore how Elden Ring's vast map, open-ended progression, hidden paths, and difficult encount...

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