4 Matching Annotations
  1. Oct 2024
    1. These games were originally dubbed “walking simulators” as an insult to exclude them and their creators from being considered “real games” or real game makers.

      The fact that "walking" games were called "walking simulators" in a negative way surprised me as "walking" games are so common nowadays I didn't even think that these new games would have faced pushback in the 2010s. I also didn't understand why these games would be excluded in the first place since it's a new form that will attract more gamers and people, thus bringing games more revenue and attention

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

      "Adventures against Anxiety" was bounded, perhaps causing less comfort as your choices have direct consequences.

    2. After two hours of this surreal activity, my husband became restless and began asking every five minutes or so if the game was almost over.

      Ironic considering kids often ask "how much longer" or "when we are done." This parallel that the author makes emphasizes that the rhizome experience can cause everyone, no matter their age, to feel emotional whether it be exasperated or entthralled.

    3. they offer no end point and no way out.

      Often how anxiety feels. For example during the "Adventures with Anxiety" game, when she's on the roof she felt like there was no way out except jumping in certain scenarios.