5 Matching Annotations
  1. Oct 2024
    1. As a resolution to the mystery it is bittersweet, in part because it happens outside the player’s control; because there is no reunion between the player character and her sister; and perhaps because the player might bring a more jaded, suspicious viewpoint to the likely outcomes of running away with a young lover

      As players, we are conditioned from playing video games and reading stories for there to always be a resolution or happy ending, relieving all of our anxiety and fear. In “Gone Home,” I was waiting for this moment of release and for Katie to reunite with her family and for their lives to all go back to normal, but it never occurred. Instead, the tension and sadness persisted, players having to accept this nonideal ending that ultimately represents the real world and conveys the larger truth that life often does not always work out the way we would like.

    2. Just as the environments in first-person shooters exist to support action-packed combat, the environments in most walking sims are designed to be platforms for understanding and empathizing with characters. In games like Dear Esther, Virginia (2016), What Remains of Edith Finch (2017), and many others, 3D game worlds come to be understood as metaphorical spaces offering windows into the minds and stories of the people within them.

      This very feature of these digital literature games that not only tells stories but also allows players to actively engage in them is what builds our understanding and empathy for the video game characters. As players, to fully understand the extent of someone else’s struggles, we must put ourselves into their shoes and this form of game literally allows this metaphor to come to life.

  2. Sep 2024
    1. The boundlessness of the rhizome experience is crucial to its comforting side.

      Adding onto this idea of comfort, humans are helpless in so many ways. We do not chose when our story starts or comes to an end or the many factors within our journey. Games give us a false sense of authority as they are entirely controlled by us. They cannot leave us. We have the power.

    2. The narrator of Afternoon (discussed in chapter 2) will not have to confront the fact of the morning’s fatal accident so long as the afternoon’s evasive wanderings continue, and the reader of Victory Garden does not have to accept the death of an appealing character so long as there are multiple paths to explore, including some that lead to alternate realities in which she comes back home from the war.

      I believe part of why games are so widely-used and enjoyed comes from this very aspect of them: happy endings exist in games. As players, we do not have to accept the same crushing realities we do in real life.

    3. Walking through a rhizome one enacts a story of wandering, of being enticed in conflicting directions, of remaining always open to surprise, of feeling helpless to orient oneself or to find an exit, but the story is also oddly

      In wandering through the story, we learn fundamental truths about ourself and our character. We essentially transport ourselves into the player's shoes and can evaluate how we would respond to the situations they are faced with.