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journey

Gregory Whistance-Smith | Keywords in Play, Episode 21

…game. And also, the structure of the entire game world can take on meaning that way.

Zoyander: I enjoyed that one a lot. I found it, particularly as you say, like when it gets in dialogue with metaphors, and you have this really nice way of like, highlighting text within paragraphs at that point in the book which, like, okay, like, like, in caps, like, here’s a metaphor, like life is a journey or something like that. And like, this is using the image schema of the path. And it’s really nice to kind of see that unfolding, as…

August 27th

…travelogue along China’s longest river.

“What makes Journey to the Source interesting by contrast is that it’s not an easily obsoletable work. It’s not a general guide to the Yangtze; it’s a record of a specific voyage. That voyage hasn’t been un-done in the future, and later voyages and exploration in the region have done nothing to reduce the value of this specific record. As a personal account of a journey through lands that have dramatically changed in the following decades, in some ways it’s only increased in impact.”

New-and-Cool

We try to keep

Abstract image evoking bird silhouette

June 27th

A short post this week as a whimsy seems to have overtaken the blogosphere like a blanket. I’d blame the giant come-down period that is post-E3, if I had to guess.

Michael Abbott at The Brainy Gamer argues that Final Fantasy XIII is “a game that unfolds its narrative, not merely to extend gameplay, but to explore its themes and characters”.

On the same topic, Gerard Delaney writes at The Binary Swan about the ‘Personal Fantasy’ [mirror] that the game demonstrates:

The Final Fantasy series is nothing if it is not a journey. The places

May 1st

…Cox at the Your Critic Is In Another Castle blog takes some time out to meditate on the genre of The Adventure Game, and ends up discussing the difference between tag-based and folder-based sorting.

And while we’re talking adventure games, John Walker at Eurogamer has a neat retrospective of Dreamfall: The Longest Journey. He explains the game’s unique situation thusly:

The Longest Journey is my favourite game. It’s not the best game ever made. It’s not the best-written, although it’s up there. It certainly isn’t the best example of an adventure game. But it’s the game that

June 26th

…“a massive Quintin Smith-shaped hole in your curation. It’s called “Journey of Saga”, and it’s still the best piece of games writing I’ve ever read”. And he’s right! We haven’t linked to it before, possibly because it’s a kinda weird and out there series, but hey, we know a lot of people (me included) like that kind of thing. So do set aside the hours to go read all seven (count ‘em!) parts of Journey of Saga. It starts here, with a promise of ‘Gaming’s Citizen Kane’.

Writing for the Pop Matters Moving Pixels blog, G Christopher Williams looks…

October 9th

…Life Changing $20 rightward facing cow’:

The past year has been one of the strangest ever in the life of game designer, lecturer and author Ian Bogost. It started with the launch of the most successful game he’s ever developed, and ended with him bringing it to a strange, cathartic end.

And game designer Frank Lantz blogs at Game Design Advance his own take on the satirical game and the journey it has undertaken.

And if that’s not enough Cow Clicker for you, the Playable Character podcast recently finished up its first season, so why…

April 22nd

…and while it delivered on that promise, what I found myself doing was often depressingly meaningless and rote.”

Rob Zacny directs a similar challenge, not to developers, but players of strategy games, suggesting that quicksaving is harming the genre by making these tidy wins easy.

Not all articles about the intersection of players and design are so somber this week, however. On Nightmare Mode, Alois Wittwer takes us on a cute jaunt through the confusing tiers of agency in Hot Shots Golf. And darting back into late March for a second, we have Tom Chick hating Journey in…

June 17th

…to this idea is the latest installment of Eric Lockaby’s “How You Got Videogames Wrong” series for Nightmare Mode, musing on games’ ability to train us to perceive consequence from scenarios where our agency is narrowly constrained:

For Kevin, the consequence of Journey was that he is probably–and if so, quite wonderfully–a closet sociopath. Furthermore, the consequence was that–contrary to his everyday self, I assure you–Kevin had been trained by wave after wave of inconsequential games into needing strict guidance for comprehending consequence itself. I find this potential particularly disturbing. For it seems to me that implying agency

August 26th

…Analogue: A Hate Story. Joel “Harbourmaster” Goodwin gives us the good, the bad and the ugly of Nicolau Chaud’s Polymorphous Perversity. And then Ben Milton offers this first-rate tour of the Biblical allusions in Dear Esther‘s island:

This journey through the caves is marked by three falls, a parallel to Christ’s three falls on the Via Dolorosa, or Way of Suffering, which leads to Golgotha. Further symbolism is found at the bottom of a pool in the caves, where Roman coins are scattered, an allusion to the story in which Christ draws a Roman coin from the mouth

November 4th

…game and how it is totally rad. I will admit to both having no idea what music is and to also thinking the article is awesome.

Daniel Golding writes about watching Robin Hunicke play Journey. The piece will turn you into a giant weepy baby.

Hunicke eventually put down her controller. had reached its climax, and she would not go beyond the early scenes of snow. It was too personal to continue, she said. Though it would have been thrilling to see her play through perhaps the most moving section of Journey, she was right. Some things