The purpose of the note was for Lonnie to tell Sam how much she loved and cared about her.
The emotional investment between Sam and Lonnie is demonstrated by the tear stains on the drawing.
The purpose of the note was for Lonnie to tell Sam how much she loved and cared about her.
The emotional investment between Sam and Lonnie is demonstrated by the tear stains on the drawing.
and it is no surprise that this environment can foster toxicity and exclusion.
This is definitely a real issue in shooter games, as there is generally a very negative environment if you listen to an Xbox voice chat. People are frequently degrading and questioning other people’s ability to play the game. In games that require less skill—such as walking games—the focus is less on the individual player and more on the meaning behind the game itself, fostering a more positive atmosphere in general.
But he goes on to make the “extreme statement” that walking for pleasure into new and unseen places is not an act of idleness but a necessary part of retaining our humanity in a modern world
This is a very interesting point. Scientific studies seem to corroborate the idea that walking is beneficial, as it is proven that walking in nature can be crucial to maintaining one’s mental health. At the same time, slow paced walking games keep us in front of the screen longer, so are we truly reaping the same benefits of walking when playing a game that simulates it?
Mainstream game design has moved toward minimizing these down times, adding mechanics like fast travel or quest markers to get players straight to the next point of interest, another filing away of the adventure game’s rough corners
Forza is a game that has implemented Fast Travel, which—in my opinion—takes away from the purpose of the game, which is to explore the map.
People have died in violent and surprising circumstances, we are told.
Anticipation in finding out how each person died. This also allows the gamer to gain sympathy for each character, which is a result of agency.
Suspense, fear of abandonment, fear of lurking attackers, and fear of loss of self in the undifferentiated mass are part of the emotional landscape of the shimmering web. Moving through the space can therefore feel like an enactment of courage and perseverance, like Gary Cooper’s striding through the town in High Noon.
It is interesting how exploiting the readers' fears is an indirect way to generate agency, as the reader feels pleasure in "facing their fears."