Is nostalgia an excuse for bad design? Is it even bad design if it's done on purpose to evoke nostalgia?
“People like us get forgotten all the time… When we suffer, we do it in silence. And the world likes it that way.” -- Nerissa
The questions asked by the behavior in a game are limited in comparison to those asked by choices. They are always about violence.
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.