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.
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.
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.
Wednesday, June 22 2011
Watching becomes a rather central and active occupation in most games and very often requires more time than “doing something”.
Tuesday, May 3 2011
The ways gamers customize their gameplay and then document that play has the potential to significantly affect how certain titles and their surrounding culture of players are perceived.
Wednesday, March 31 2010
I cared about GlaDOS only because she was the one directing me. Oh, and then I really cared about her because she wanted to kill me.
Thursday, January 28 2010
Friday, June 26 2009
Consequences are better represented through story than karma systems.