Emergent storytelling

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You know the vague foreboding that that brilliant thought (ok, Descartes-wannabe, let’s not kid ourselves, more like bad pun or meme-in-the-making) you just had is already somewhere out there on the internet. Similarly, you know the sense when people tell you that what you’re going on about as if though you were the first to think of it has a name and people have been working on it for decades.

No, what games are good at is suggesting stories. The thing that games have above all other media is interaction, which is to say that games have systems. Systems that dictate the rules of a fictional world. Systems that allow the audience to prod the world and feel it push back. Systems are what make games into games, rather than movies with joypads.

Systems vs. Stories,  Dan Whitehead, EuroGamer, 22 June 2013

It’s called emergent storytelling and I’ve been thinking about it ever since obsessively playing the original Crusader Kings back in the mid 2000s.

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FTL is like poker…

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FTL is like poker. It’s a game of skill but you still spend most of the time praying and hoping for some scraping of good luck. You know you should carefully weigh the odds but fuck it, baby needs a new Ion Blaster.

The Ancient & Secret Forebears of Spelunky

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I finally caught the Spelunky bug after the HD version hit the Steam sale this past Christmas. Since then Steam informs me, I’ve sunk 36 hours into the game. I don’t wanna do the percentage math on that one.

I have also read up on what peope are saying about the game (in case you didn’t know, they like it) They also makes references to previous games. It feels like we’re establishing a lineage so that it becomes clear that we’re not just talking about a good game but a game that has entered a pantheon alongside The Classics. Which is fair and just. Spelunky feels classic in the same sense that Donkey Kong is. It’s fairly easy to get started but the underlying complexity means that you could spend years getting better and stil not achieving completely mastery. Note the tense of the verb could in that sentence; I’m not about to dedicate my life to a game. Just a day and a half. And whatever is required to get to the end. And then some, probably.

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Go Home. Go, go, go, go, go!

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I guess I wasn’t the only only who, upon finishing Gone Home, mentally assembled the search query Gone Home speedrun.

(My call: One the plus side, excellent story, excellent presentation, on the minus side, tends to keep cramming clues down your throat when you’ve already gotten it several clues ago, also ending… unsatisfactory… to use a spoiler free term, SPOILER-filled ending here)

P.S. Also check out the (SPOILER alert)  shortened, fanmade version of the game presented by TheTrueHaddock in just 14 seconds. Funny cause it’s true, etc.

Super Meat Boy is a drill sergeant who screams in your face while you whimper “It’s too hard”

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The terrible keyboard controls of Super Meat Boy originally put me off the game. I got three levels in and quit in disgust. I say disgust rather than annoyance because the developers point out to you on every startup of the game that they didn’t care jack shit about keyboard gamers. Use a controller, they tell you, or fuck off. Which infuriated me not because I took offense but because they made their own failing at creating decent controls somehow your fault.

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Evil, I tells ya! My experience with Razer Synapse 2.0 and the BlackWidow 2013

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I recently bought a BlackWidow 2013 gaming keyboard from Razer. I wanted a gaming keyboard… Actually, scratch that. I wanted a decent keyboard for my primarily gaming-oriented desktop computer that would not suck as hard as the cheap piece of plastic that I bought along with the box. Did I somehow assume that the word Microsoft on it would make it everything alright?

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