I Spent 25 Years Making Games. Then I Made a Writing App.


Games taught me that how a thing feels is what people enjoy. This is what happened when I pointed that lesson at the writing page.


I’ve spent twenty-five years making video games. Lead programmer at Acclaim in the PlayStation 2 days, senior technical director at Midway, and in 2010 I co-founded Neon Play, where one of our games became Apple’s ten billionth App Store download and the studio earned a Queen’s Award for Innovation before Hachette bought it. Games taught me one lesson above all the others: how a thing feels is what people enjoy. So when I went back to writing science fiction and found that every writing app felt bland and boring, I did the only thing a game maker knows how to do about that. I built the page I wanted to sit at, with the same tools we use to make games feel alive, and with none of the AI everyone else was busy bolting on.

What games teach you about feel

There’s a discipline in game development that doesn’t really have a name outside the industry. Some people call it game feel, some call it juice. It’s the craft of making a button press feel like something. A jump in a platformer is just a number changing, but tune the arc right and stretch the character a little at the top, give the landing a puff of dust, and the jump feels good. No player ever says “lovely animation curves on that jump”. They say the game feels great, and they keep playing.

The strange thing about feel is that it’s invisible by definition. Players never point at it. When it’s missing they don’t complain either; they just drift away and couldn’t tell you why. So studios spend real money, whole chunks of the schedule, on things no one will ever consciously see. We spent it anyway, every time, because it decides whether people come back. At Neon Play we made games for millions of players, and the difference between a game that held them and a game that didn’t was almost never the feature list.

That lesson goes deep enough that you stop being able to switch it off. You feel a stiff button in a lift panel, or a website animation arriving a frame late. And eventually you notice that the software you do your most personal work in has no feel at all.

The page that never blinked back

I’ve written science fiction on and off for twenty years, evenings and weekends around the day job. In all that time the tools barely changed. Every writing app handed me the same thing: a flat white rectangle and a cursor blinking the way it has blinked since 1984. The page didn’t know I was there. It looked the same when the words were pouring out as it did when I’d been stuck on one sentence for forty minutes. Nothing about it responded to anything I did.

At some point the game maker in me put a name to the problem. Writing software has no feel discipline. The category competes on features, or lately on minimalism, which mostly means removing features and leaving the same inert page behind. Nobody owns the moment of putting words down. In games, that moment, the live loop between a person’s hands and the screen, is the entire job. There are rooms full of people tuning it. And here was a category where someone sits alone with the hardest creative work of their life for hundreds of hours, and that moment was nobody’s job at all.

Game tech, aimed at a quiet page

So Reverie’s editor is built the way we build games. The page is rendered on the GPU, with shaders, and the light is real HDR rather than a flat image pretending. It’s the same machinery studios point at muzzle flashes and explosions, pointed instead at something much quieter. The cursor carries a soft glow. The page warms, very gradually, as you get into the flow and the words start to come. Formatting eases into place rather than snapping. Most of it is tuned to sit just under conscious attention, because that’s where feel lives.

Some of the detail goes further than anyone will consciously register. When the cursor brightens, the edges of the letters nearest it are lit by that same light. You won’t notice it unless you go looking for it. But it’s there, and it makes the words feel a little more real.

In a game you can reward attention with spectacle. On a page, spectacle is the enemy, because attention belongs to the sentence. I didn’t find that line by trial and error. Before building any of it I’d been deep in the research on flow, the work I wrote up in The Neuroscience of the Page, and it says the state is fragile: the wrong visual event at the wrong moment wakes the inner critic and ends the session. So the rule was set before the first shader was written. The page only earns a little theatre where flow isn’t. That happens at exactly two moments. When you set a heading you’re starting something new, not yet in the groove, so the page can afford some flourish. And when you type a scene break you’ve just finished a scene, which is a thing worth celebrating. Everywhere in between, the page stays quiet and does its work underneath you.

I’m aware this is the opposite of where the industry went. These last few years the engineering budget went into AI, into software that writes for you, and writing apps grew chat panels the way they once grew toolbars. Reverie has no AI in it at all. I want the machine doing what machines are good at, making the room better and the page worth sitting at. The words are the human’s job. That split is the whole design.

What it adds up to

Reverie is a novel writing app for Mac and Windows. It holds a whole manuscript across chapters and scenes and exports it in the format publishers expect. Your work stays in plain Markdown files on your own disk, or in a cloud folder you sync yourself, since they’re just files. One purchase, no subscription. And underneath all of that, the real point: a page built by people who spent their careers making screens feel alive, on the bet that the same craft that makes a game come alive under your hands can keep a writer’s words flowing.

Twenty-five years of game feel, aimed at the quietest surface there is. The trial is free for fifteen days, and the page will make its own argument better than I can.

Mark