Death can have value in video games. It sets boundaries, serves to punish us and to teach us, and it might even be a source of pleasure.
Tharsis can't fudge probability with a random number generator and that upsets people.
Sometimes growing up can feel a little like killing yourself.
In creating a plot device to motivate its characters, a MacGuffin, Firewatch competes against itself, with a story that it is a gimmick and a story that it really wants us to care about.
This week we take a look to see if Nina Freeman's Cibele can teach us something about romance in digital spaces.
Looking up a solution isn't a sin. The only sin is not understanding that solution when you do.
There are moments in games that capture the feud waged in ourselves between hope and despair.
Nils Pihl calls it, "Newtonian engagement", that is, when "an engaged player will remain engaged until acted upon by an outside force". That's "progress".
This week we return the topic of how love, sex, and relationships are represented in video games.
Sometimes "shallow" and "uncomplicated" is exactly what I'm looking for in a game.