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Tag Archives: Narrative

Murder Mystery Writing as Design

Within the various medium wars game developers seem to wage with other forms of expression, writing and narrative are the most bitter of enemies. Even if we’re past arguments about whether narrative and play can even be in the same room, writing is by far less integrated into design processes than visuals and even audio. […]

Posted byMattie BriceJune 27, 2016June 27, 2016Posted inShowTags: Design, Mystery, Narrative

as long as you worry about me, i’m fine

a pretty thing stuck in a pretty place that changes, forgetting you are there, closing in on you

Posted byMattie BriceJune 17, 2015Posted inShowTags: Narrative, Sunset, Tales of Tales

Dispatches from IndieCade

Earlier this month was IndieCade, a festival that celebrates indie video games down in Culver City near LA.

Posted byMattie BriceOctober 20, 2014October 20, 2014Posted inShowTags: IndieCade, Industry, Narrative

Further Thoughts on the Tarot and Interpretation

Conventional game design often denies players the act of interpretation.

Posted byMattie BriceSeptember 30, 2014July 4, 2015Posted inShowTags: Design, Narrative, Tarot

Once More, With Feeling – Using the Tarot for Play

Instead of rules, there’s ritual; instead of winning, there is play. While we colloquially conflate gaming and playing, there is a strong emphasis on their nuances when we take on this frame.

Posted byMattie BriceSeptember 21, 2014September 22, 2014Posted inCriticismTags: Design, Narrative, Netrunner, Tarot

B-Side #1 – Depression Quest

The most powerful mechanic is actually the lack of choices open to the player. At least, all of the seemingly obvious ones most people assume are available are blocked off from those depressed.

Posted byMattie BriceMarch 4, 2013August 31, 2014Posted inCriticismTags: anna anthropy, Depression Quest, dys4ia, Issac Schankler, Narrative, Patrick Lindsey, Zoe Quinn

Pokemon: Unchained

Pokemon: Unchained is a dramatic retelling of my journey through Pokemon White with an edited Nuzlocke Challenge.

Posted byMattie BriceFebruary 3, 2013August 31, 2014Posted inWritingTags: Game Freak, Narrative, Pokemon, Race

Postpartum: Mainichi – How Personal Experience Became a Game

There is a movement. A movement that says “You can too.” It is growing in size, accessibility, and voice. Game design is, and always has been, for everyone, but the narrow path the industry took blocked off many peoples’ opportunity to join in on this artistic revolution.

Posted byMattie BriceNovember 11, 2012August 31, 2014Posted inCriticismTags: Design, Development, Gender, Mainichi, Narrative

Dear Esther, We’re Moving Past Story

Dear Esther critiques games that use innumerable amounts of game mechanics to communicate experience. It achieves much with just one.

Posted byMattie BriceMarch 27, 2012August 31, 2014Posted inCriticismTags: Development, Industry, Narrative

Women, the Ensemble, and Narrative Authority in the Final Fantasy Series

What makes some of the games in the Final Fantasy series interesting is how much the women share narrative responsibility with other characters.

Posted byMattie BriceFebruary 28, 2012August 31, 2014Posted inCriticismTags: Final Fantasy, Gender, Narrative, Square Enix

Valuing the Feminine: Why I Love Vanille

Let me come out with it now: my favorite Final Fantasy characters tend to be the classic cheerful and energetic archetype, like Aeris, Selphie, and Vanille.

Posted byMattie BriceFebruary 27, 2012August 31, 2014Posted inCriticismTags: Final Fantasy XIII, Gender, Narrative, Square Enix1 Comment on Valuing the Feminine: Why I Love Vanille

How Could He?: Exploring Social Issues Through ‘Dragon Age II’

No one is implying that the LGBT community turn into blood magicians and that the religious march out to cage and murder them, but this conflict still echoes the tensions felt in the lives of real people.

Posted byMattie BriceFebruary 14, 2012August 31, 2014Posted inCriticismTags: Advocacy, BioWare, Dragon Age II, NarrativeLeave a comment on How Could He?: Exploring Social Issues Through ‘Dragon Age II’

Narrative Is a Game Mechanic

If game mechanics are meant to provide players with experiences such as fun and anxiety, then narrative actually is a game mechanic, as much as game mechanics can also be narrative elements.

Posted byMattie BriceJanuary 31, 2012August 31, 2014Posted inCriticismTags: Design, ICO, Narrative, Team ICO

Storyline? In Skyrim? No Thanks!

The narrative rests in the relationship between the environment and the items found in it, specifically placed for the player to find and create an explanation.

Posted byMattie BriceDecember 13, 2011August 31, 2014Posted inCriticismTags: Bethesda, Design, Narrative, Skyrim

Why You Should Give Dragon Age II a Second Chance

It’s possible that gamers haven’t figured out a use for criticism. But one of its uses is the possibility for encouraging new perspectives and second chances.

Posted byMattie BriceNovember 1, 2011August 31, 2014Posted inCriticismTags: BioWare, Dragon Age II, Narrative

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