Achieving the Unachievable: The Stanley Parable's Elusive "Challenge"
I’ve never been that interested in doors… or clicking… or the number 430, but The Stanley Parable— an interactive comedic walking...

Save States and a Case for Replayability
Something that I have been mulling over all week is Miguel Sicart’s points regarding replayability and ethical thinking. I think that the...
The Narrator's Authority in The Stanley Parable
I have a particularly weak spot for British accents. With descriptions almost David Attenborough-esque in flow and richness, how could I...
The Stanley Parable - Exploring Endings
The Stanley Parable is a truly engaging game that pulls the player in. To me, the narration was definitely the best part of the game –...
Pick me! Narrative as a mechanic
At a surface level, The Stanley Parable is essentially just a walking simulator. You listen to the voice and decide on where to put...

What Videogames Can Learn From Board Games: No Save States
If anything, this is a continuation of the third debate topic—no, I won't bring up Marx again. Instead, let's talk about love. 2-player...
Decision Making Paradigms and Papers Please
Following closely to this week’s theme, Papers, Please is a game about choices. What differentiates it, however, from The Stanley...
Self-Surveillance in the Stanley Parable
Playing The Stanley Parable this week, I was prepared to be confronted with themes of choice (as the syllabus indicated). While I...

Wicked Games for Wicked People: Games to Teach Morality
To avoid player becoming “the moral agent as a mere input provider,” (106) to engage players morally, Sicart proposes designing these...

Papers, Please and the Mechanics of Tedium
About an hour into playing Papers, Please, when the game had added what can only be described as an aggressive amount of documents for me...
How to Examine Your Decisions Through Gaming
The Stanley Parable is clearly a game about decisions, but what are those decisions truly connected to? Many of the decisions made in the...

What does the foregrounded, authoritative narrator say to ideas of deviant behavior?
In class Tuesday we talked about applying theories to game, the first step of which was just slapping it on. And I think theories of...

A Middle-Ground Between Sicart and Brice
Although I found each of the conceptions of gameplay proposed by Sicart and Brice compelling, I noticed a tension between them: while...

Changing art style in Loved
When I first played Loved, I couldn't understand the art style - all black, with red pixels as the enemies, and a soft blocky green cloud...
Choice and Freedom in The Stanley Parable
Our paired discussions in class on Tuesday about the different endings to The Stanley Parable had me thinking a lot about our earlier...
Choice: Mine, Stanley's, "Boy's"?
Choice, this week’s theme, played out in different ways for me across different games. When playing Loved, I found myself deliberately...
"Glory to Arstotzka!": Roleplay and Choice in Papers, Please
Papers Please is a game about choices. Before you collect your jaw off the floor, it's also secretly about metagaming and metanarrative...

On Reward and Interface in Papers, Please
I think that the Gamasutra article by Cory Johnson which we read for this weak did a fantastic job of describing the rewards structure...

Papers, Please: Creating Wicked Problems Through Relevancy & Structure
When I first read Miguel Sicart's Wicked Games: On the Design of Ethical Gameplay, I was a bit skeptical as to whether there truly can be...



