by Daniel Bullard-Bates and C.T. Hutt
In our double-takes, we give our informal, conversational thoughts on a specific game or topic.
Daniel: I've been thinking a lot lately about what we can and cannot forgive in a video game. Games with completely inane characters, terrible writing, and paper-thin plots frequently sell extraordinarily well and even reach critical acclaim despite their obvious shortcomings, while some innovative, incredible games with compelling stories fly entirely under the radar when the only criticisms leveled against them are things like overly complicated control schemes or poor level design. This says a lot about the way we approach video games: if our ability to interact with a created world is in some way hampered, all the great writing and characters in the world cannot save a game from its faults. This makes sense, of course; in a video game, interactivity is the defining feature. If interacting isn't fun, neither is the game.
Showing posts with label Forgiveness. Show all posts
Showing posts with label Forgiveness. Show all posts
Friday, March 12, 2010
Double-Take: Forgiveness
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