What if you could analyze a work and glean information about a flesh and blood person? What if you could know someone through a piece of art?
Pony Island is about what lurks beneath the surface of virtual worlds.
Tower of Fortune 2.is a slot machine in which we don’t lose anything as a result of our failure. We just don’t win anything.
Adventurers come and go in some video games, meaning that sometimes the only narrative element that remains consistent in such games is the boss.
The variations on how we can murder pixels on a screen seems nearly limitless.
We’re not really coding or writing software, but the puzzles play with a similar kind of logic, which only seems appropriate for a game that heavily revolves around hacking.
You know the story. You’ve lived the story, and you're destined to relive it again and again.
Darkest Dungeon reveals how penalties and pain can became a source of twisted pleasure in video games.
The action in an action game doesn’t have to make sense for a viewer as long as it makes sense for the player.
I see the great gaps between actual thinking and what AlphaGo is doing much more clearly having watched it play.