The Bathtub

Why a Bathtub? I've always liked the imagery. A space to play, imagining all sorts of aquatic adventures, or even simply gazing at how funny your body looks in and out of water. Navel-gazing. I've written a lot of painfully direct articulations on video games I've enjoyed here but I want my focus to be broader now. A lovely paradox. I'll still write but expect more varied interpretations of what that writing will be.
Recent Tweets @TB_Love

My friend started breeding Pokémon for IVs. The Departure.

I see a grand future in the way of documentary-style writing done with the use of Wii U’s photography feature.

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Koji Kondo & Toru Minegishi,
Majora's Mask

Probably 15 year old me playing on my keyboard awfully and passing it off as ‘music’. The things you find on your parent’s computer.


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Carly Johnstone,
The Moth (Wednesday, 4 Dec 2013)

One of my favourite stories from a recent episode.

Please do listen to The Moth. It’s gorgeous.

Things I’m learning:

  1. BW is beautiful for portraits.
  2. BW is difficult to work with in low-light environments. Dungeons are practically a no-go.
  3. Taking photos on the sea is frustrating with the waves constantly changing the frame.

Will be interesting when I decide to get the colour upgrade for the Picto Box as I’ll be taking very different types of photos with it. Probably lots and lots of environment shots.

This whole process is making me realise how great Nintendo are at designing characters. Beedle’s sullen eyes and the pear next to him scream a sense of history.

Haven’t found any other people taking photos like this in the game, yet. I’m positive more are out there. These are the few I’ve taken so far.



This is the transcript of a talk given by Marigold Bartlett and Stephen Swift at the 2013 Freeplay Independent Games Festival.

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My very first reblog. I regret nothing.

I got a little carried away on Twitter today.

What is a Ghosts in the Machine?


I’m in a book, you know?

Ghosts in the Machine is a short story anthology written by a whole bunch of wonderful people about the strange, unintended occurrences that happen inside a video game. What if those awful, funny little glitches that happen even in the most polished of games are noticed by someone other than yourself? That they are, in fact, part of the fabric of the world in which these characters live in?

My piece in the book is a more melancholic self-awakening story about Animal Crossing that had been bouncing around in my head ever since I wrote this for Nightmare Mode. There have been lots of articles about the depressing wake-up calls Animal Crossing has instilled in players, some even wonder why they play a game where they have to worry about mortgages and maintaining friendships when they spend so much time in their social life struggling to maintain this balance to begin with, but very little have essays have questioned Animal Crossing’s temporal qualities. ‘The more things change, the more things stay the same’, right? A comforting phrase, perhaps, but existentially numbing in the case of Animal Crossing. The game may track every hour of every day in real-time for eternity whether you’re playing or not but the end result is a disturbing canonisation of time in a space that emphasises the growth of your surroundings at the expense of your own personal development.

If this sounds at all interesting to you, I thoroughly recommend picking up the book. Get the physical copy because physical copies are rad.