4 Matching Annotations
  1. Oct 2024
    1. The term didn’t really take off and become weaponized, however, until the growing resentment of “outsiders” and indie games that would culminate in Gamergate, after which it was retroactively applied with vitriol to games released much earlier like Dear Esther (originally 2008) and To the Moon (2011) (Clark 2017)

      Mainstream game companies slammed indie game companies for their format of having walking as an instrumental part of game play. Mainstream companies still use walking as a big part of their games in order to advance the plot even if they have other aspects in gameplay. Mainstream companies did not want to compete with indie games, so they made indie games undesirable to be played because they portrayed them as not games.

  2. Sep 2024
    1. create texts that do not “privilege” any one order of reading or interpretive framework, the postmodernists are privileging confusion itself

      Authors of hypertext want to allow readers to explore on their own without much guidance but this just leads to confusion and frustration because readers can get stuck in one place without knowing where to go. This can lead to anxiety because the readers are lost or a reader can give up on the hypertext out of frustration.

    2. . As we navigate its tangled, anxiety-laden paths, enclosed within its shape-fitting borders, we are both the exasperated parent longing for closure and separation and the enthralled child, lingering forever in an unfolding process that is deeply comforting because it can never end.

      Playing games that seem to never end brings up two parts of ourselves. The childlike wonder of doing anything you want and the pressure of being an adult with responsibilities and the knowledge that things have to end at some point. This can create anxiety in a person because they do not know which side to rely on.

    3. one enacts a story of wandering, of being enticed in conflicting directions, of remaining always open to surprise, of feeling helpless to orient oneself or to find an exit, but the story is also oddly reassuring

      While feeling helpless, there is also a sense of comfort of not having an end goal. You are able to explore more and take time to really consider things without worrying about reaching the end goal. People are able to spend as long or as little as time at specific points in the game.