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Disjunctive Affect in Gone Home

Playing through Gone Home, I felt a deep emotional investment in the game. This was due less to the story (which was indeed sweet, sad...

Bad Machine, Aesthetics, Politics

I want to begin to explore an element of the 1998 interactive fiction Bad Machine that Marielle brought up on Thursday at the end of our...

First-Person Bodies

I’ve been thinking a lot about the conventions of first-person shooters and how they play into our understanding of Gone Home’s genre....

The Ever-Expanding "world of--"

I’ve been preoccupied with a passage in “Game Design as Narrative Architecture” for most of the week: on pages 4-5, Jenkins argues that...

GIFs as the New Metaphors

Since yesterday, I’ve racked my brain hard in order to try writing something meaningful about how our hands have knowledge. Every time...

JRPG Storytelling

Since we are discussing narrative in games this week, I thought it would be useful to take a moment to consider some other forms of...

Gone Home and the Iconography of Horror

One of the things I love most about Gone Home is the way the game tells its story through the spaces. We pick up the narrative (and...

Gone Home & The Poetics of Space

Playing Gone Home couldn’t help but bring to my mind Gaston Bachelard’s 1958 publication The Poetics of Space. Bachelard, early in the...

Stardew Valley and Labor

I figured this week talking about Stardew Valley finally was appropriate, since I think it’s useful to use the game to think more about...

Subjective Hermeneutics?

In this post, I’d like to summarize a series of claims from this week’s readings that resonated with me personally, while also thinking...

Interactivity and Affect

This blog post started with a hangover from last week’s discussion(s) about interactivity – I’d summarize a lot of that discussion as...

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