Gone Home is a game that is very, very dear to my heart. I played it almost exactly a year ago for the first time, and as I re-opened the file for this class last week and heard the title screen music, I became unreasonably emotional (the way one does when they re-watch a movie … Continue reading Second Person Narrative in Gone Home
Our poor little Tim is running all the way in a suit: he almost tumbles to the ground, and fails to grab that bottle of wine, which looks like a deadly poison (see the jigsaw puzzle in World 2); Tim the deadpan is at the restaurant, and his glass is filled with wine more crimson … Continue reading Tim the Bachelor… and (Un)canny Repitition
We discussed at length the multitude of interpretations that Braid engenders, but I think it’s worth doing some formal analysis to demonstrate the unique aspects that video games can bring to the table that fundamentally enhance the narrative. For the purpose of this blog post, we’ll look simply at the surface narrative of Tim trying to … Continue reading Ludonarrative Sense
I want to first say that I really loved playing Gone Home, mostly for its expansive version of game play that opened up spaces for intimacy: it let me fumble through the environs and feel like I had room to grieve for the losses experienced by this family (which definitely had a weirdly flattened time … Continue reading The Child, Reproductive Futurism, Queerness?
I want to start today’s blog post with a paper that I stumbled upon: Juul, Jesper. “In search of lost time: on game goals and failure costs.” (Proceedings of the Fifth International Conference on the Foundations of Digital Games. ACM, 2010). In the paper, Juul mainly argues for the amount of time as a measure of … Continue reading All about time – On Braid, Einstein’s Dreams, and more
(Spoiler Alert: Braid, Gone Home, and Ulysses) Disclaimer: I read about how to do this online: Walk into the garage. Stop. Look up into the rafters. There’s a small purple ball hidden up there near the door. It’s not obvious at all. But keep looking. See it? Ok, good. Now go grab the milk carton … Continue reading How about the hidden journal?
Henry Jenkins, in his essay Game Design as Narrative Architecture, says: “Emergent narratives are not prestructured or preprogrammed, taking shape through the game play . . .” Class thus far has largely avoided the discussion of the AAA game industry, so I found it odd that when I first started thinking about emergent narratives it was popular … Continue reading Emergent Narratives in Multiplayer Games