In moving from 2D to 3D, from an intuitive and streamlined interface to a confusing and cumbersome interface, the Broken Sword series encapsulates the problems facing adventure games today.
While we all have our own experiences to draw from, we relate to many symbols similarly. Our semiotic understanding of a situation is, in some ways, predetermined by those symbols already present in our collective conscience.
Chapter 4 of Rick Dakan's serialized novel Rage Quit, exclusively at Popmatters.com
Like a "women in prison" movie, in reverse.
Let's Plays are just a small component of the overarching practice of collective gaming consciousness, to which I would add social media sites, review aggregators, game stores and other physical and digital spaces that affirm, check, and remix gaming knowledge along with other fan practices.
A look at Christine Love's spiritual successor to Digital and why you should play it despite its flaws.
Jeff Goldblum and Isabella Rossellini collaborated with Steven Spielberg on a Goosebumps video game and somehow it never became an Internet meme.
Playing on trains and playing with time. The Moving Pixels podcast looks back on Jordan Mechner's classic The Last Express.
Your Grey Warden was a force of change, but your Champion of Kirkwall is unable to change any major plot point. You are not special, which is the point.
The serialized novel by Rick Dakan continues with Chapter Three, "You are in a maze of twisty passages, all alike."