Parable
Parables are a powerful tool. They are maps, life lessons encoded into little stories, encapsulated ways of understanding the world. However, what a parable is is as much our understanding of the tale as it is the tale itself –…
Parables are a powerful tool. They are maps, life lessons encoded into little stories, encapsulated ways of understanding the world. However, what a parable is is as much our understanding of the tale as it is the tale itself –…
Anyone who’s been playing games for a while has probably, by now, encountered the concept of experience points and leveling up in a number of different contexts. I find nowadays that I’m enjoying this design trope less, that I’m less…
Most games are power fantasies. It would be nice, perhaps, if games focused on providing more diverse and interesting experiences, but, still, there’s nothing wrong with a good power fantasy… right? However, sometimes creating that fantasy of capability involves undermining…
Games, as a medium, have been rediscovering the art of the secret, of the hidden. For a while, around the mid ’00s, it was incredibly rare for games to be anything beyond just what they appeared to be – and…
I finally got new glasses, after a couple of years of financially-induced nakedfacing. It’s kind of amazing being able to see again. It feels like a superpower. It feels like, within the constraints of a couple of inches of glass…
I don’t like making recommendations. Other people seem to be very comfortable with it. For many, the calculation seems quite straightforward: “I enjoyed it, so I recommend it. I didn’t enjoy it, so I don’t recommend it”. I envy the…
They say whatever fails to kill you makes you stronger. Everyone knows it’s a lie, but we say it anyway because we so wish it were true. There are probably more accurate proverbs we could introduce: “Whatever makes you stronger…
PLAYERUNKNOWN’S BATTLEGROUNDS is a very silly name for a very strange game. The oddness of this game isn’t apparent at first: It looks and sounds like the most generic first person shooter ever made, where a hundred players are dropped…
Evaluating art is difficult. Or, to be more precise, while the evaluation happens quite easily and naturally as we look back on our experiences with the work and judge the impressions they left upon us, what’s actually difficult is trying…
As someone who likes games, I find the vocabulary that people use to describe games that they didn’t like, or that they found frustrating and infuriating, quite interesting. When you describe a game as mean-spirited, unfair, or disrespectful of your…