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journey

Tingting Liu | Keywords in Play, Episode 27

…and how those things are played out in people’s pastimes and leisure activities. That’s my very research focus. And my research journey has taken me into this wonderful journey that is full of people’s online dating stories and their gaming stories. And I’m particularly interested in meeting people, talking to people, and also, I am very into non-fictional writing so that’s properly the heart/core of anthropology. Yep. But, by saying so… But, my understanding of anthropology may not be a very typical anthropology, because I would find myself very hard to publish my works in anthropological journals or when I…

Xavier Ho | Keywords in Play, Episode 30

…research academic, and teaching side of things I come from interaction design. So that’s your user experience design, that’s your interaction screen-based touch and user journeys. As well as digital visualisation and interactive artworks. So, I kind of have this really bizarre wide range of digital skills that we can get into later, and my research is on LGBTQ videogames and tabletop games, hopefully, down the line. So, really interested to interview game designers that have a queer background or intersect their work in the queer community, whether that is looking at sort of self-expression or political activism, storytelling, or…

January 14th

…during a revolution | The Guardian Caitlin Cooper delves into a game about the pivotal role of journalism in post-revolutionary Mexico, and talks to the game’s creators about their journey, outlook, and goals.

““In 1920, the press was fundamental for shaping the conversation,” Pérez says. “Our main character being a journalist opens the door to those spheres.””

Art Lessons

Now let’s explore broader conversations on art, digitization, and exhibition as they (sometimes) relate to games.

  • Danse dans les Nymphéas : Immersive Exhibitions, Multimedia Art, and Making Impressionism Fun | Bump Combat Joey…

BioShock

…maximizing the emotional impact on the player, as Tom Cross explains in “Surviving Rapture”.

Part of the power of the environment was the way in which it was used to tell a story. Steven O’Dell compared the player’s journey through Rapture to a guided tour of a dying city, one in which the enormously detailed spaces tell a story through the way they are designed. Wes Erdelack points out that the much-loved environmental storytelling of Fallout 3 has some roots in the construction of Rapture’s spaces. While the audio logs constitute the most powerful storytelling in BioShock, the game’s…

Okami

…a tremendous range of sources and associations over the course of the player’s journey.” Indeed, the music is such an integral part of the experience that many pages in the Okami Official Complete Works art book are annotated with specific tracks from the Official Sound Track that the reader is meant to listen to concurrently.

“…a bridge of hope across the skies…”

The defining element of Okami’s gameplay — what immediately separates it from Zelda — is the brushstroke interaction. Yu-Chung Chean of Game Design Reviews calls this a quasi-mode, a game mode where “the whole process of…

Grand Theft Auto IV

…moves through the city at a deliberate pace, as if physically weighed down by his past, and he feels little joy in what he is doing. Blogger Vitz711 concurs, taking the view that Niko’s journey into the criminal underworld stems from a loss of hope and loyalty. Niko is not proud of his actions, writes Jim Sterling, and through his interactions and the behavior of the game world the player gets to share that feeling. Despite his moral ambiguity, Niko seems to have a code, and Tony Rice, like many players, found himself making decisions based on what he thought…

May 2nd

This Week in Videogame Blogging we take a trip around the critical games blogosphere to pick up some of the most interesting reading from the past week.

We start our journey with Eric Swain’s comprehensive and ongoing efforts to collate the majority of responses to Roger Ebert’s “Games Aren’t Art” prognostication from a few weeks back.

Leight Alexander at Game Set Watch wrote an excellent discussion of the fads and fleeting fixations of the gaming industry, with an eye towards social games and whether they are the new bubble – à la the Virtual Worlds scene of

August 1st

…out that Pokémon is a series that needs to change. The trick however, is dealing with what is an established and deeply set-in formula that has lasted over a decade now.

Denis Farr, having moved his blog the Vorpal Bunny Ranch over to a new site, writes about the independent XBLA game Limbo in an aptly named post, ‘Before Limbo’ [dead link, no mirror available].

And at Bitmob, Patricia Hernandez also looks at the game in, ‘Limbo: A Journey Through Hell’ [mirror], a beautifully written piece about humanity’s relationship with travelling:

Today civilization is defined…

September 12th

…Dragon Age: Origins escapes the women in the fridge trope, by actively playing on it and making use of the character rather than have them be part of the furniture, saying:

“I felt it like a punch in the stomach. It helped that the voice acting was a masterpiece of subtle emotion, but more than that – it was all true. She had been a plot device, her pain mere emotional leverage to set my protagonist on his journey. I had barely given her a second thought since the game proper began, focusing on my “important” quests, my

Abstract image evoking bird silhouette

October 3rd

…affairs looks like a middle way that speaks more of spinelessness than Buddhist virtue.

A trio of pieces from Melbourne Freeplay games festival director Paul Callaghan this week, the first about Flower and answering the question of whether there will ever be a game that makes us cry:

My answer to the question of ‘will a game ever make you cry?’ was when do we see characters in games cry? In other mediums, the reason they affect us so strongly is because we feel a connection to their journey, to the earned emotional context or to…