5 Matching Annotations
  1. Feb 2025
    1. walking connects to the adventure pillar of exploration, as well as the sense of immersive transportation and a focus on environmental storytelling

      I like how this interpretation of the addition of walking in a game serves two purposes One that is towards the navigation aspect, allowing for the general exploration of the digital environment surrounding the player, and another towards the actual story. The player can unravel aspects of the story on their own through exploring what is around them. By doing this the. Player can discover this about the plot outside of what is given to them directly by the game maker.

    2. O’Connor’s review of the tourism Quake mod highlights some of the unsuitability of these environments to casual exploration. The architecture of these games in their original form is a means to the end of success in combat: to the extent the player notices it at all, it is while looking for places to hide, physical obstacles, routes for evasion or ambush. Details are designed to be glanced at briefly, not lingered over.

      I thought this was an interesting take on what removing violence from a game does. Since shooter games are so action based, the player doesn’t really have the time to sit down with the piece and uncover the deeper details of the game. Removing these violent actions/traits from the game completely transforms the game, allowing the player to experience an almost entirely new game.

    3. unique part of the human experience.

      It’s interesting how something as simple as waking can be analyzed as a “part of the human experience”. What about humans allows walking to become an experience? This ‘experience’ aspect of walking makes sense towards the creation of walking simulators, adding another depth of experience to the game.

  2. Jan 2025
    1. Reading it we feel sympathy with all of them, and we see how they appeared to one another.

      Putting people in multiple prospectives allows us to have a deeper understanding and emotional depth. I really enjoy this because it gives the reader a lot of mental stimulation and obstacles to traverse.

    2. One such use of the labyrinth as a means of evoking and controlling terror is a story format increasingly used by my fiction students, a story I have come to call the “violence hub.”

      The structure gives the author control over how much emotional intake the reader is given to digest. I kind of feel like this gives the author a large amount of agency.