5 Matching Annotations
  1. Oct 2024
    1. 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

      I found this quote really interesting, because when I started the game I was afraid and trying to go through everything fast because I thought someone was in trouble or a ghost was going to haunt me. By the end of the game though, the player starts to realize whatever happened is already done, leading them to slow their playing down a lot in order to fully understand what happened.

    2. Simply put, you cannot become better than someone else at a walking simulator, and this lack of a mechanism for dividing elite from noob might be what’s really behind some critiques complaining about the lack of gameplay.

      Games are typically applauded when they have complex mechanics that require a lot of skill. Many gamers take this as games NEEDING these mechanics to be "good games", without realizing a great story or narrative can make up for a lack in mechanics.

  2. Sep 2024
    1. The most dramatically satisfying puzzles are those that encourage the interactor to apply real-world thinking to the virtual world.

      puzzles like this in adventures with anxiety, real life anxiety experience needed to solve the puzzles

    2. the answer to the riddle is not in a single word; it is in a series of beautifully orchestrated steps, an elegant algorithm for defeating giants.

      digital literacy allows for a clear distinction and emphasis on various steps of a story

    3. 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.

      as stories progressed they began to become more intertwined with real life issues