A sampling from my site stats showing a variety of Google queries about why Limbo was such a disappointment.

Dear Miss Bonelihearts

August 24, 2012 / 0 comments

People come to my site via Google for all kinds of reasons, be it wanting to see Fenris naked, intense fury at having played through Limbo, or wanting to see Isabela naked. Every once in a while, though, someone lands at my joint with a search string that suggests deeper questions in need of an answer. In…

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Naoto from Persona 4. Indigo hair, pale skin, and a sharp navy coat and hat.

Playing Hard to Get

July 29, 2012 / 2 comments

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 difficulty types can express personality. I gave these types cute little titles, like A Hard Read or High Maintenance. Of course,…

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Dakkon from Planescape: Torment. A bald man with a moustache in a plaid tunic and spiky fantasy armor, with a remarkably large sword.

Difficulty Factors as Character Traits

July 15, 2012 / 0 comments

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, and not all of them are difficult for every player. I may love both Wrex and Nami, but I’m fairly…

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Kasumi from Shira Oka, looking ornery: a pale girl with glasses and unruly blue hair, in a schoolgirl uniform.

Sweeping Exits and Offstage Lines

July 1, 2012 / 1 comment

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 figure out what the hell was going on. This being the work of Harvest Moon fans, the FAQs tended to editorialize about…

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A screenshot from Fallout 3. Tenpenny Tower in the distance, with the sun setting in the background.

Four Types of Videogame Tragedy

January 9, 2012 / 13 comments

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, and therefore in need of fixing. This makes it hard for a tragic ending to seem like a valid choice…

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Readings: Lost in Transition

October 13, 2011 / 5 comments

I’ve been neglecting the old blog for a while, due to a combination of work piling up and not being able to get back into my old routine. But I’m back, hello! Here’s some of what I’ve been reading while I was gone. A Fate That We Deserve: Choice, Triumph, and All That Remains. This is…

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Dragon Age 2: The Champion of Kirkwall

August 20, 2011 / 0 comments

It took me a long time, but I finally finished my first playthrough of Dragon Age 2. This is the first of a couple posts I’ll be writing on it. To get the overall opinion stuff out of the way first, I was pretty crazy about the game. I wasn’t too offended by the reused…

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