3 Matching Annotations
  1. Oct 2024
    1. Where procedural games differ from walking simulators is in their lack of curation: they let you walk wherever you want, including perhaps into uninteresting places, rather than down a well-prepared path that tells a particular story.

      Even though I am not a huge gamer myself, I have noticed that when I do play games, I often do find myself getting frustrated with parts of games that I deem “unnecessary” to the progression of the story. For example, even during my gameplay of “Gone Home,” I began to get frustrated when I couldn’t find the code to open the safe in the basement, which was making the gameplay take longer than anticipated. Overall, “Gone Home” is an uncomfortable game to play as it goes against many norms and conventions present in more typical online games, such as the existence of a clear and explicit objective or goal that keeps the player interested in the outcome (ex. “winning” the game, defeating a monster, etc.).

  2. Sep 2024
    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.

      This relates to my previous point about journey stories giving people relief and escape during hardship. People tend to lose hope during hard times, and journey stories tend to appeal to the general public due to their ability to instill hope in readers due to their ability to present various solutions for difficult and unusual situations, some of which may (somewhat) transfer into the real world.

    2. After the invention of the printing press, the journey story was reinvented as the picaresque novel, exemplified by Don Quixote, Moll Flanders, Tom Jones, Huckleberry Finn, and Catcher in the Rye.

      This is interesting to me as so many of the books/stories we read in high-school and college-level English classes are "journey stories." Some examples from my personal high school experience are Catcher in the Rye, Chains, Huckleberry Finn, The Great Gatsby, etc. This also illustrates the idea that many classic works of literature are journey stories, likely due to the pleasure they bring to readers and the feelings of relief and escape they brought during unfortunate times (various wars, The Great Depression, etc.)