3 Matching Annotations
  1. Last 7 days
    1. in a game like Gone Home or Tacoma, the world is inert until you have an effect on it. The fact that you are opening a cabinet and picking up an object and rotating it isn’t important to the game world… What’s important is that through affecting the game world, you’re creating (p. 131) your understanding of it. Through changing the game world, you are changing your consciousness of what it contains and what it means. There isn’t a lot of, “Walk through a door, hit a trigger, and watch this thing happen.” Everything that changes your perception of what the game means is through you interacting with what’s there and having an effect on the state of the world that in turn affects you. (qtd. in Suel-lentrop 2017)

      In a game like Gone Home, I found it interesting that some items you were able to pick up even if it didn't change the trajectory of the story in the game. Even though these random objects and actions don’t actually change the game, they are important in the way the way the player interacts with the game and how it reshapes the player’s personal understanding and perspective of the story. In addition, I like how these random objects gives you more freedom to explore in a game that has reduced player agency as the game follows a specific path for the story.

  2. Sep 2026
    1. Yet surprisingly, the “losing” endings of the game are much more satisfying than the winning ending

      I find it interesting that in this example of the game Myst, it opposes the typical game structure of the goal of winning but in this case, the losing ending of the game was more satisfying, demonstrating that games don't have to follow a straight, fixed path and can end in different ways that feel satisfying for us.

    2. Whether an adventure maze is simple or complex, it is particularly suited to the digital environment because the story is tied to the navigation of space. As I move forward, I feel a sense of powerfulness, of significant action, that is tied to my pleasure in the unfolding story. In an adventure game this pleasure also feels like winning. But in a narrative experience not structured as a win-lose contest the movement forward has the feeling of enacting a meaningful experience both consciously chosen and surprising. However, there is a drawback to the maze orientation: it moves the interactor toward a single solution, toward finding the one way out. The desire for agency in digital environments makes us impatient when our options are so limited. We want an open road with wide latitude to explore and more than one way to get somewhere.

      Mazes help to give us a sense of agency through the connection to "navigation of space". Navigation of space helps us feel in control of our actions as we move forward through the maze. Murray does explain that mazes might not be the best representation of agency as digitally we might not feel as large of a sense of control when our actions/options are limited. Instead, Murray argues that agency is more like an "open road" with variety and room to explore our options and actions.