Changing gears from video games, I took a month or so to do a deep dive into the fandom for the most recent Venom movie, to explore the film's appeal...
Are You Feelin' It? A little while ago, I came across an op ed in the New York Times that caught my eye, not necessarily because of the content, but because of who wrote it – Sherry Turkle, an MIT sociologist and psychologist who has, over the past 20 years or so, made a very … Continue reading Really Feelin’ It: A Meditation on Empathy and Technology
My actual "review" of Obduction is only a few sentences long, and goes something like this: "Cyan Worlds almost returns to form with Obduction, a game that scratched my spatial puzzle solving itch, but ended up being something of a one trick pony despite a passably interesting narrative and lovely environmental design. The game suffers … Continue reading The Refuse of Life – An Obduction “Review”
Cybertext: Perspectives on Ergodic Literature (Espen Aarseth, 1997) is not a work that is interested in interpretation, in any sense of the term. It is an early intervention, an attempt from the early- to mid-1990s to get down to brass (or silicon) tacks before the budding medium of digital literature could be either colonized by old ways … Continue reading Cybertext: A Review
Those who know me will know that I recently jumped on the Myst train, precisely 25 years and one or two target-audience-generations after the first game came out. One of the things that first struck me about the game, other than how painfully early-90s it was, was its movement scheme: a jerky, abrupt point-and-click that … Continue reading Myst, Riven, and Making the Most of Movement
“Any game,” Marshall McLuhan says, “like any medium of information, is an extension of the individual or group...[Games] are a kind of talking to itself on the part of society as a whole.” McLuhan here isn’t talking about video games – he wrote Understanding Media in 1964, a full 8 years before the release of … Continue reading Just a Thought: Games, Systems, and Society
In early video game studies, many academics separated themselves into one of two main camps: ludology and narratology. These two academic traditions still shape the field today, and questions of gameplay, narrative, and how best to combine the two persist in critical and popular discourse...