5 Matching Annotations
  1. Oct 2024
    1. An ugly corollary to this argument, advanced by some, was that “real games” shouldn’t be about the disenfranchised. Game stories shouldn’t be about women or queer people—like Dear Esther, like Gone Home, like many of the games the genre would eventually include—nor should such people be included among their creators.

      Certain things shouldn't be included in games or else they are not considered real games. ----> What are considered real games? It's not like women and queer do not exist so why is including them make the game not "real." Wouldn't it make the game less realistic if it didn't include these things?

  2. Sep 2024
    1. Giving Shape to Anxiety

      Group: Murray covers how emotions play a role when it comes to the reader going from the start to the finish of the story. Using relatable situations, adventures of anxiety is able to accomplish the same thing by having the player choose an option that they might find uncomfortable.

    2. A linear story, no matter how complex, moves toward a single encompassing version of a complex human event. Even those multiform stories that offer multiple retellings of the same event often resolve into a single “true” version—the viewpoint of the uninvolved eyewitness or the actual reality the protagonists wind up in after the alternate realities have collapsed.

      Similar to adventures with anxiety in the way that the girl could have jumped or not jumped in the story but still ended up in the same form of coming into terms with the fox. So this format is literally found in a lot of medias just not directly thought about which is kinda crazy.

    3. The navigation of the labyrinth is like pacing the floor; a physical manifestation of the effort to come to terms with the trauma, it represents the mind’s repeated efforts to keep returning to a shocking event in an effort to absorb it and, finally, get past it.

      Violenece-hub stories have the reader go through multiple layers of emotion and Murray compares it to a physiological procedure of your mind trying to overcome it. -- important and its shown in adventures with anxiety when she struggled making a decision although that also raised questions of how much agency does one really have with emotions like fear coming into play.

    4. The potential of the labyrinth as a participatory narrative form would seem to lie somewhere between the two, in stories that are goal driven enough to guide navigation but open-ended enough to allow free exploration and that display a satisfying dramatic structure no matter how the interactor chooses to traverse the space. (17)

      Labyrinth can either be strict or free so how much agency is there really within games and stories?