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    1. But readers cannot easily return to the overview in order to get a sense of where they are or how much is left to read. In trying to create texts that do not “privilege” any one order of reading or interpretive framework, the postmodernists are privileging confusion itself.

      I noticed this in "depression quest" that there was no way of getting a sense of where you were in the game. For me, it made me connect better with my own personal journey through the story.

    2. Its lasting appeal as both a story and a game pattern derives from the melding of a cognitive problem (finding the path) with an emotionally symbolic pattern (facing what is frightening and unknown).

      I found it interesting how broad this definition is and how well it fits many of the video games people play. As someone who plays a lot of games, I can think about how it applies to almost all of them that I am personally familiar with.