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narratives

July 8th

…the nature of abuse are too often cast aside in favour of traditional narrative structures in works such as The Awesome Adventures of Captain Spirit.

“It’s a major problem with these narratives that they don’t seem to properly consider the feelings of the victim or the long-term repercussions of familial abuse. […T]he people genuinely affected by it are sidelined in order to tell a traditional tragedy.”

Plugs

  • HIRING: Could you be our next Senior Curator? – Critical Distance There is one more week left to apply for my job. Tell us what you…

July 15

narratives in games most resemble those of soap operas, and that more writers should embrace the appeal of melodrama.

  • Screen Sculpture | Doki Doki Literature Club – Heterotopias Eron Rauch considers the glitch-artistry and metanarration of Doki Doki Literature Club in light of several pieces of videogame, art, and photography criticism.
  • Something Familiar

    Everything old becomes new again. Three pieces this week look at games that try to shake old conventions:

    • No Shelter Here – Fallout Shelter’s Useless Nihilism – Old Grizzled Gamers Nic Reuben’s review of Fallout: Shelter discusses the cynical turn…

    Braid 10th anniversary Critical Compilation

    …and what tools they have to work out a solution. Mark Brown of Game Maker’s Toolkit distilled Jonathan Blow’s 2011 GDC presentation about Braid’s rewind mechanic into an eight minute video demonstrating how exploring implemented rules lead to the puzzles in Blow’s design philosophy.

    https://youtu.be/2zK8ItePe3Y

    Sam Hughes of qntm explored the mechanical notions of time travel and time distortion as represented in Braid, and pondered how the shifting rules of each game world could be applied to science-fiction narratives.

    In a 2012 paper to the Canadian Game Studies Association, Luke Arnott describes how Braid‘s puzzles work as…

    July 29th

    …anti-interaction ideals that evoke walking sims.

  • Cities: Skylines, Urban Planning, and a History of Gentrification – Timber Owls Building on a piece last year by Dante Douglas, Lilly relates this popular city builder to the politics of transit planning and new urbanism.
  • Technological Oppression | Remember Me | Heterotopias Andy Moore dissects the architectural narratives of Slum 404.
  • “There’s a sense of mockery that comes from living in the shadow of a sea of highrises. Glimpses of a more comfortable life can be seen through the tangled web of cables and exposed machinery that drape…

    August 12th

    …game about cooking.

  • The Super-Fans Of Detroit: Become Human Hate Most Of The Game | Kotaku Gita Jackson reports on a kind of anti-fandom, or perhaps a group of fans of two characters and their actors’ rebellion against director David Cage.
  • “If Cage and Quantic Dreams knew what was good for them, they’d thank these fans for the free advertising. Unfortunately for them, this fandom doesn’t seem to care about Cage at all.”

    Anti-love lovers

    Three writers look at videogame narratives, spanning cartoonish portrayals, absurdist interpersonal dynamics, and sensitive reflections of real-world pain.

    October 21st

    …Butterfly Soup‘s diverse and nuanced depiction of growing up Asian-American.

  • Meet SonicFox, The Queer Furry Who’s Destroying Everyone Else At Fighting Games | Kotaku Maddy Myers interviews Dominique “SonicFox” McLean, who can absolutely beat your ass at Dragon Ball FighterZ and will do so wearing a fursuit and making no apologies.
  • Analyzing the Historical Context of The Last of Us Part II’s Violence | Unwinnable Hussain Almahr positions The Last of Us series in a tradition of games that reproduce and extrapolate colonial narratives about the vitality of the rule of (white, western) law.
  • “In…

    October 28th

    …regular readers that my principal preoccupation with the big shiny cowboy simulator of the moment is the developing conversation on the labour that went into its production. These three articles, I think, highlight separate but equally important beats in that conversation, and I encourage you to take a look at them each.

    • No Respawns: Telltale, Rockstar & Crunch | Videodame Nat Dish weaves artfully between narratives of destruction and expendable bodies in game worlds and development studios. This one is really special, folx.
    • Should games get lower review scores for poor labour practices? – I Need Diverse

    Abstract image evoking bird silhouette

    January 13th

    …not limit ourselves to the past that existed but instead to the past we choose to remember?”

    Mass Affect

    Have I used that subtitle before? Quite possibly. I’m always keenly interested in critical writing exploring and/or critiquing the role affect plays in game experiences, and these four examples offer some top-notch interrogations.

    • How games can help to explore the many colours of grief • Eurogamer.net Jason Coles weaves narratives of grief in games with his own story of loss in order to advocate for greater emotional relatability in games.
    • Afterlife | Problem Machine Problem…

    February 24th

    …storytelling, and the recent bump in attention seen by interactive fiction. Here are three of the finest articles this week threading the needle of narratives in and adjacent to games.

    • Bandersnatch (Netflix) | Emily Short’s Interactive Storytelling Emily Short sets about making sense of what works and what doesn’t in Netflix’s viral IF production, now that (most) of the dust has settled.
    • Russian Doll is Netflix’s version of Majora’s Mask – Polygon Allegra Frank does an excellent job articulating how Netflix’s latest and Nintendo’s hipster favourite are both so goddamned stressful to experience.
    • Why There Will

    Abstract image evoking bird silhouette

    March 3rd

    …the legitimacy of heroic war narratives, Revengeance is focused heavily on the question of violence itself in a video-game context.”

    Wood and Metal

    In our accelerating era of digital distribution, always-online, and, ugh, live services, it’s easy to forget that games are made out of stuff. I don’t just mean cabinets and coltan, but also the very material conditions of their development and production. Two authors this week engage in archaeology and art criticism, respectively, to unearth secrets of how games are, and how they come to be.

    • Pac-Man: The Untold Story of How We…