Game Change: Minigames and Narrative Arcs
Often, experimental games differ from longer games by exploring a single idea in depth. Many well known art games, from Every Day the Same Dream to QWOP, use a limited set of verbs and give…
Often, experimental games differ from longer games by exploring a single idea in depth. Many well known art games, from Every Day the Same Dream to QWOP, use a limited set of verbs and give…
The Futile Rebellions of Fereldan Do you accept the role given to you, or do you try to escape it? Even when you try, can you escape the way your role shaped you? The question…
I have not been fully honest with you. I’ve put off addressing an elephant in the room, and it’s got to do with objectification. In my last post, I talked about the ways that different…
If difficulty is one of the things a game can use to make characters interesting, it’s worth asking just what difficulty communicates. For one thing, difficulty isn’t just one-dimensional. There are different kinds of difficulty,…
I spent a long time trying to figure out Harvest Moon: A Wonderful Life. It had an unusually deep simulation with a lot of random variables, so I dug through a lot of FAQs to…
Since its release on XBox Live Arcade in 2010, Limbo has racked up awards and generated a substantial amount of critical writing. I didn’t have XBox Live when it came out, so I’ve been waiting on…
In my last post on tragedy, The Wrong Ending, I presented what I saw as an essential problem of tragedy in videogames: an ending where things go badly is often seen by players as wrong,…
So the blog’s been a bit on the sporadic side lately and, in all honesty, it probably will be until after Thanksgiving. My apologies! On the upside, something pretty grand has been happening while I…
There are a lot of ways you can classify the structure of a story, and many of them have been applied to games in one way or another. One that caused some discussion recently is…
In a few recent blog posts, game critics have been tackling questions about where the borders of gaming lie. This all started with Michael Abbot’s post Games Aren’t Clocks, which argued against mechanics as the primary…