Morality and Shame in Video Games

So far in this class, we have played a variety of games dealing with moral choices as well as discussed them in class. As I see it, it’s possible to divide games with a moral aspect into three categories: (1) social issue games, which deal explicitly with issues with a moral dimension, and make this…

Body Games

Games have space. This is one of the core components of game design, and something that every designer must consider. What is the space of your game? What are the rules? What are the challenges? How do they interact to form a system that is compelling? Space is one of the more ambiguous categories, as…

Video Games, Facebook Novels, Films

I’ve been thinking a lot about the comparison between films and video games–why is that we allow such diversity in movies but only have one way of thinking about the “successful” video games? Reading burlison11’s post, Taking Fun Seriously, reminded me of some of the themes we covered in my Digital Africas course. In it, we…

Effects of Endings

  Considering the endings of Queers In Love At The End of The World and The Stanley Parable in conversation with each other reveals different ways of determining what to value in games. There are multiple endings in the Stanley Parable, and the end that Stanley meets is determined by player choices. Once an ending…

Limited Freedom in The Stanley Parable

As, perhaps, the first obvious choice presented in The Stanley Parable, the choice to enter the left or right door presents an opportunity for the player to adhere to what has been dictated as the game’s story, or rebel against the narrator and assert their own volition. While this offers the opportunity for a player…

Taking Fun Seriously

It seemed that, as a class, we generally believed that in order for videogames to be successful, they need to have some sort of “fun” component in them. Of course, there are many different ways to define “successful” but in this context I’m using 1) How wide of an audience does the game capture and…