3 Matching Annotations
  1. Feb 2025
    1. Where procedural games differ from walking simulators is in their lack of curation: they let you walk wherever you want, including perhaps into uninteresting places, rather than down a well-prepared path that tells a particular story

      There is a clear distinction between procedural vs walking simulators. The main difference lies in the level of restriction. As procedural games let you go wherever, walking simulators have a path laid out. Essentially, procedural games provide a universe for exploration while walking sims prioritize feelings of emotion.

    2. The player’s initial fear that they might need to act quickly to defend themselves from some lurking supernatural horror becomes transmuted, by the end of the story, into the inevitable realization that their character has already lost her chance to act,(p.131)has arrived too late to intervene in her sister’s story. All she can do now is understand it.

      In the beginning of Gone Home, the house is portrayed in a way that invokes the normal horror survival game. Players initially think that danger is behind them, but as the game goes on, it becomes clear that the true horror of the game is the family. This shift away from fear leads the player to play the game to understand the family.

  2. Jan 2025
    1. In the novel the cruel things that happen to the hero are often treated as instances of a specific social injustice, like the English Poor Laws, rather than as the work of a generic antagonist like a big bad wolf

      I’ve never thought about the shifts from generic characters(king, wicked stepmother), to a more realistic character. I also agree that when the story is tied to a more historical event it can be more relatable and have a stronger emotional connection.