Narrative Death, Game Mechanics Death (aka, screwing up and dying), No Death, Permadeath and Rewind: Alistair Doulin writes about death in video games.
Terry Pratchett talks a little trash about Doctor Who: “The unexpected, unadvertised solution which kisses it all better is known as a deus ex machina – literally, a god from the machine. And a god from the machine is what the Doctor now is… And yet, I will […]
“Death is permanent and, in all works of fiction, predetermined. Except in video games, where most of the time it is neither.” At Hit Self-Destruct, Duncan writes about agency, time travel and death.
The Artful Gamer ponders interactivity, engagement and narrative in videogames: “Instead of beating our collective heads against the wall as we try to design games that let players live out their wildest desires, we should be developing worlds that encourage players to explore them as living, breathing, places.”
“I do believe that games can be a form of artistic expression, a co-collaboration between player and designer. We have yet to prove we can do meaningful things with this form of expression, but I believe we are at the cusp of a Cambrian explosion of possibilities.” Read […]
Just how many times do I have to kill this guy? It’s a question I’ve certainly asked myself while playing various games, along with Why aren’t you dead yet? and How many damn heads does it have anyway? Everybody’s version of tedium is different, but endlessly dodging around […]