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What Defines The Player-Character?
“The world lies on the brink of destruction. Only a select few may be able to save it.”
In Defence Of The Cut-Scene
A lot can (and has) been argued against the use of cut-scenes in games. They are broadly seen as an archaic film mechanic that stumbled into gaming convention in an age when games were too young and naïve to put forward any other alternative.
Tension Keeps Video Games Interesting
At present, the word “tension” is almost exclusively considered negative.
Game Design As Make-Believe: Depiction Vs Narration
Based upon part six of the Mimesis as Make-Believe serial.
Game Design As Make-Believe: Fictional Worlds
Based upon part four of the Mimesis as Make-Believe serial.
Roger Ebert Asks A Good Question
The Chicago Sun-Times film critic has finally revisited his old contention that games can never be art, to defend it “in principle,” and to dispute about that which cannot be disputed.
You (Sorta) Owe Dead Space To Aristotle
Some deep reading over on Gamasutra on game design and narrative (courtesy of Company of Heroes narrative designer Stephen Dinehart) could be my next graduate school adventure.

























