Monday, June 4, 2012

Dear Esther










Dear Esther is a game without challenge, a storytelling experience with only a vague narrative, and a new kind of interactive experience without much interaction. We sit down to discuss the time we spent with it.

Friday, May 4, 2012

Brokenness

What does it mean for a game to be 'glitched'? Do errors in a game's design always disrupt our experience of playing? Where the pleasure of breaking stuff is often a game's raison d'etre, how do we experience the game itself breaking a little... do we enjoy it? Provoke it? Here we have a think about brokenness in games--how we revel in it and revile it.