Tuesday, July 5 2011
“That Even Death May Die”: Going Back to the Black Isle with ‘Planescape: Torment’, Part 1
The idea of nothingness as a final reward neatly drives home for the player the grimness of Planescape: Torment's reality.
Tuesday, June 10 2008
Zarathustran Analytics in Video Games, Part 10: The Value of Player Experience
The last installment of the ZA series (for now) is finally here, with L.B. Jeffries talking about why the critical focus should be on the experiences games can potentially generate as opposed to other approaches.
































