Skip to main content

Posts

Featured

Choices are not (only) dialogue lines.

We settled, at least 10 posts ago, that the best games master most kinds of systems: physics, logics, ethics: a game where you choose from violent actions, stealth actions, science actions, engineering actions, diplomatic actions (dialogue), or puzzle style actions which are like this: i found this item, so i give it to you, you give me another object, i use it or give it to another person and i completed an objective and can move forward; or: i need to open a door, so i look around, i turn a picture and there's a key attached to a sticker. A game that simulates systems is better than one that doesn't simulate anything but appearance with good gfx. We settled with this ideal game because it's heaven for our degrees of interaction, the promised land, the Utopia. Now let's build on it, fortify our monument and decorate it with flowers.

Latest posts

Immersive simulations: the final frontier?

Genres: the quarantine.

MMo's: the fatal road they never walked

Syndicate, Interaction and Time.

Gameplay-story. The new Alliance. Yet another blog about it.

Defocusing puzzle adventures and Jane Jensen's Gray Matter

Quests and MMO's: paradox city

MMO's: the difference between inspiration and recycling.

Interaction: the trial of Choices & Consequences.

Star Wars: The Old Republic - Please Save Us From Ourselves