5 Matching Annotations
  1. Oct 2024
    1. But the dominant genre during this period was the much more frenetic first-person shooter. With many shooter engines increasingly providing tools to build your own levels or otherwise modify game content, it’s no surprise that many gamemakers began using these tools for other purposes.

      I learned first person walking simulators led to the development of first person shooters. With new and improved engines for first person shooters, creators of walking simulators can create more advanced games. I find it interesting how they both help each-other, though many who play first person shooters and other games do not like the walking simulators built on the same platforms.

    2. Real games are difficult, goes this argument: you can die in them; you can take “real” actions (i.e., shooting and loot collecting, not walking or investigating). Real game heroes are powerful and effective. An ugly corollary to this argument, advanced by some, was that “real games” shouldn’t be about the disenfranchised.

      With the rise of popularity in walking simulators, new arguments over what should be considered a "real game" have come up. This is a very closed minded mindset held by gamers who think games should just be first person shooters, or have violence to be considered games. What they lack is the realization that many of the mechanics in the games they love are dependent on walking. Many actions in high action games often can not be performed when running. Walking simulators are just as much of a game as first person shooters or others alike, they are just on a different part of the spectrum.

  2. Sep 2024
    1. The boundlessness of the rhizome experience is crucial to its comforting side. In this it is as much of a game as the adventure maze.

      The boundlessness of the rhizome allows the reader to connect with inner emotions, as seen in "Adventures With Anxiety," when the story asked the reader to pick the anxiety emotions they most strongly connected with.

    2. Deleuze used the rhizome root system as a model of connectivity in systems of ideas; critics have applied this notion to allusive text systems that are not linear like a book but boundaryless and without closure.

      This example is shown in "Adventures with anxiety," because every decision made leads to a different outcome. Depending on the sequence of your choices, the person in the story has vastly different experiences.

    3. But the unsolvable maze does hold promise as an expressive structure.

      The stories in the form of a rhizome allow authors to express events or emotions in a way that cannot be expressed in a traditional story