3 Matching Annotations
  1. Sep 2025
    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).

      People have ideas of what a game should be engrained in their minds and it creates these types of backlashes from uniqueness and difference from the "social norm." Addressing alternative ideas in game should be seen in a respect of art rather than negatively.

    1. One of the consistent pleasures of the journey story in every time and every medium is the unfolding of solutions to seemingly impossible situations. We watch each new situation along the road and wonder how the hero will escape a beating or a hanging or a forced marriage or jailing.

      This reminds me of the point in Quing's Quest when we are surrounded by the authorities and there are many options to choose from and they seemingly all did not work, but then it just took a bunch of clicks to realize that dancing was the way we would get out of the situation by turning the authorities into glitter.

    2. 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.

      I think that this is not similar to either of the games we have played because this is more describing a "sandbox" style game, but there are endings in Quing's Quest and Adventures with Anxiety.