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Category: Design

On “Grown Up” Games
Posted on Sep 14, 2012Apr 25, 2015

On “Grown Up” Games

Earlier this week I celebrated my twenty-fifth birthday and, while I don’t want to get too shmlatzy about the whole ordeal, the day was marked by that same arbitrariness/ceremony/ennui that all birthdays come with after puberty. I’m an adult. I have been for a few years now. But now it’s starting to hit home a … Continue reading On “Grown Up” Games

Rules, Mechanics and Laws in Video Games
Posted on Sep 10, 2012Apr 3, 2015

Rules, Mechanics and Laws in Video Games

After a fairly productive July, I managed to publish nothing but a single review during all of August. While I don’t have an excuse for the first few weeks, my internet went down for a good week-and-a-half in the middle of the month and came back just in time for me to leave for a … Continue reading Rules, Mechanics and Laws in Video Games

On Genre Preference
Posted on Aug 23, 2012Mar 13, 2014

On Genre Preference

I wound up reviewing another adventure game recently. It’s an indie game for the PC called Deponia. I won’t speak at too much length about the game since you can read my thoughts on it on PopMatters (Deponia review. Aug 16 2012), but suffice it to say, as much as I liked it, I really dragged … Continue reading On Genre Preference

Why More Games Need to Make us Fail
Posted on Jul 28, 2012Apr 3, 2015

Why More Games Need to Make us Fail

In my most recent article I talked about heroism in video games and how few protagonists are forced into an undignified position (“Forced Failure and the Undignified Hero.” PopMatters. Jul 23 2012.). Arguing games as a literary media runs into a wall with the word “game.” A few years ago, Roger Ebert wrote an article … Continue reading Why More Games Need to Make us Fail

Forced Failure and the Undignified Hero
Posted on Jul 24, 2012Apr 13, 2015

Forced Failure and the Undignified Hero

[Originally posted on PopMatters] Games are about agency. They also blur the line between character experience and audience experience. The audience is the main character in a game, and the events of the story impact the audience directly. All that holds immense narrative potential, of course. In a game, then, the hero’s victory is the … Continue reading Forced Failure and the Undignified Hero

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