Tuesday, June 11 2013
More than any other medium, games allow randomness. Dumb chance or unfulfilled omens in a film are labelled plot holes, but unpredictable consequences are natural to games. It’s perfectly acceptable for a video game hero to get by with the help of luck, as players we experienced it so we don’t need a strict explanation for every second of play.
Tuesday, October 25 2011
No matter how grave or self-destructive the world of Dragon Age becomes, the poet figure is the ideal guide and prophet to Thedas.
Monday, October 24 2011
The insensibly repetitious nature of romance present in both video game plots and in their mechanics leads to all too familiar storytelling.
Friday, September 23 2011
Perhaps in this age of serialized television, franchise-driven films, and transmedia everything, the very idea of a stand-alone product is antiquated.
Friday, September 2 2011
Maybe David Cage of Quantic Dreams had the right idea when he suggested people play through Heavy Rain one time only. After all, you can’t recognize the inconsistency of branching plots if you only see one of them.
Monday, August 22 2011
For a story pitched as casting a shadow on the Hawke family line, the actual revelation doesn't really tarnish anyone's reputation.
Friday, July 29 2011
The climactic suicide mission in Mass Effect 2 is a love letter to the game’s characters, even as it kills them off.
Monday, July 18 2011
Dragon Age II, unlike Origins, forces you into the position of a tyrant.
Friday, July 15 2011
Gaming is a process of collaborative storytelling, and as I tried to write conflict into the story of Mass Effect, I ran into conflict with my writing partner, Bioware.
Tuesday, July 5 2011
The idea of nothingness as a final reward neatly drives home for the player the grimness of Planescape: Torment's reality.