Gone Home doesn't set out to preach, but it offers some valuable lessons for how to create a memorable game.
On a formal level, there are always a plethora of logical issues with gameplay and story because you start deconstructing the abstract shortcuts that all storytelling requires. You start deconstructing your own suspension of disbelief.
Those constructing eSports fandom have a unique opportunity to shape the future of fan celebrations and team sports for the better.
It's interesting that the medium of games, which has often learned much of its storytelling technique from film, might be a more viable inheritor of the magical realist tradition than other mediums.
We like to root for the underdog. Endgame: Syria is no exception. It’s firmly against the Assad regime, but instead of presenting a righteous cause as motivation for the player, the game instead decides to look at the practical aspects of Syrian rebels trying to fight a ground war.
What are developers striving to produce and what are audiences hoping to gain from games, their communication or their raw stimulation?
The first episode of Kentucky Route Zero's mines, maps, and madness all beg to be explored, which is exactly what we attempt to do in this week's podcast.
Joel and Ellie bond in battle, when they have a common enemy, but they naturally conflict with each other so much that it's unlikely their relationship can survive the peace.
In the midst of mashups and kitchen-sink design, it's refreshing to play games that return to their mechanical and philosophical roots.
Rockstar may have just borrowed a bit of The Wire's approach to telling the tale of an American landscape for the sake of painting the portrait of America that Grand Theft Auto has always been interested in realizing.