The Assumption of Gamer Knowledge in Undertale
In reading reviews online about what caused Undertale to receive such critical acclaim, a large proportion of the positive reviews...
In reading reviews online about what caused Undertale to receive such critical acclaim, a large proportion of the positive reviews...
I’ve never been that interested in doors… or clicking… or the number 430, but The Stanley Parable— an interactive comedic walking...
Something that I have been mulling over all week is Miguel Sicart’s points regarding replayability and ethical thinking. I think that the...
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 is a truly engaging game that pulls the player in. To me, the narration was definitely the best part of the game –...
At a surface level, The Stanley Parable is essentially just a walking simulator. You listen to the voice and decide on where to put...
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...
Following closely to this week’s theme, Papers, Please is a game about choices. What differentiates it, however, from The Stanley...
Playing The Stanley Parable this week, I was prepared to be confronted with themes of choice (as the syllabus indicated). While I...
To avoid player becoming “the moral agent as a mere input provider,” (106) to engage players morally, Sicart proposes designing these...
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...
The Stanley Parable is clearly a game about decisions, but what are those decisions truly connected to? Many of the decisions made in the...
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...
Although I found each of the conceptions of gameplay proposed by Sicart and Brice compelling, I noticed a tension between them: while...
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...
Our paired discussions in class on Tuesday about the different endings to The Stanley Parable had me thinking a lot about our earlier...
Choice, this week’s theme, played out in different ways for me across different games. When playing Loved, I found myself deliberately...
Papers Please is a game about choices. Before you collect your jaw off the floor, it's also secretly about metagaming and metanarrative...
I think that the Gamasutra article by Cory Johnson which we read for this weak did a fantastic job of describing the rewards 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...