Recently, as I re-read Raph Koster’s A Theory of Fun for Game Design, I kept thinking about the differences between the games Koster was using as examples and the games I’ve most often been writing about lately, the indies and the so-called walking simulators, games that often have low levels […]
the beginner’s guide
3 posts
Since playing The Beginner’s Guide, I’ve continued to wrestle with the various definitions and boundaries of just what a game is, considering the ever-expanding sphere. Even if I think only of recent releases, there are games without fail states, like Submerged, and that also have no real win conditions, like Her […]
I’ve been chatting with a friend about Metal Gear Solid V and the art of the sneak recently, and it made me think a little differently about what I wrote regarding combat avoidance back in the summer. We were talking about stealth first as a puzzle — discussing MGSV and […]