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.
If you want a man to represent brutality, in the end you're going to end up taking his clothes off.
The first time that I played Tharsis I lost in two turns. The first time that my friend played Tharsis, he won quite handily.
Video games need to play more with incompleteness and ambiguity.