The kinds of choices that force us to define what we value and how a game is about what we value are best implemented at the end of that game.
Public radio, abandoned houses, and the search for mystery in video games.
In A Dark Room, the player begins with a sense only of the immediacy of the self and its own needs, before becoming aware of a small corner of the world around that self, before then becoming aware of how that corner fits into a larger and larger universe.
By regularly releasing new characters, MOBAs like League of Legends reshape expectations about how a character class must look and play.
This week our podcasters sail the Caribbean with Assassin's Creed IV: Black Flag.
A Dark Room withholds the one piece of information that is traditionally the very first thing established in the rulebook of games: the object of the game.
Papers, Please is a game where actions do have consequences, but most of it relies on the emotional state and investment of the player.
The trouble with game tutorials is that you can't live with 'em and and you can't live without 'em.
Episode four of The Wolf Among Us feels mostly unnecessary. Maybe this is a sign that Telltale should mix up their episodic structure some more.
The latest Mario Kart expands its mixture of interventionism and indifference beyond the tracks.