A media-rich blog post, but not in and of itself.
I’ll freely admit- the only reason I initially attended was because of the offered credit.
Being my first visit to an actual video arcade, I did not know what to expect from Quarters. Previously, I’d only been to the cynical ones in amusement parks.
I want to analyze my personal distaste for the Wii using the thought order system. Please critique.
In class, we spent some time talking about the persona system in Assassin’s Creed: Liberation.
Pursuant to our discussion of representation and avatar, I thought that Rust’s recent decision to randomize player ethnicity is a worthwhile topic to discuss.
After rereading the recommended literature, I thought I would attempt to apply interface analysis to a personal favorite, emulation.
Both The Walking Dead and Kentucky Route Zero were played for their ability to create immersive atmospheres. But they differ in intent- whether said atmosphere contributed to the gameplay, or was the gameplay.
I felt very ambivalent after playing most of the created Twine games. On the one hand, they had everything that was required- many storylines, an overarching plot, and ephemeral passages that only appeared with certain player choices. On the other, most also […]
Saw these pieces, and thought they would be relevant to our discussion: http://kotaku.com/when-death-loses-meaning-in-a-video-game-1686513474 http://tay.kotaku.com/dying-in-game-what-s-the-weirdest-way-to-go-1688158379