Sanctifying Games

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This April was a religion-themed month over at videogame blog The Ontological Geek. I wrote the final article in the series, and mused a little on how concepts of religion, God, and particularly The Holy, can be incorporated into videogames. For perhaps obvious reasons, it’s easy for games to tackle and represent the more mundane sides of religion and faith, but they seem to struggle somewhat when it comes to matters more transcendent. In “Sanctifying Games”, I try to explore why that might be. [...]

Living Through Our Errors

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It’s been a while since I wrote anything serious about literature, but recently I was reminded of an essay I wrote in 2008, about the question of authorship in the cyberpunk works of Kenji Siratori. I never did anything with the piece at the time, but felt it was interesting enough to brush it up and give it another chance. In short, I question how we should apply the “death of the author” as proclaimed by Roland Barthes to literature that provokes strong questions about the nature of its own author. [...]

The Iterations of Punxsutawney Phil

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Remember Groundhog Day? It’s that 1993 film about Bill Murray’s character, Phil, who keeps reliving the same day, February 2nd, in the Pennsylvania town of Punxsutawney, where on that day, the groundhog Punxsutawney Phil will predict when winter’s going to end. [...] It’s an awful lot like the way we tend to play video games these days. Faced with challenges in a game, we have the quicksave and quickload buttons close at hand, ready to revert to an earlier point in the game to try again. If you get to replay a section of a story over and over again, any challenge inherent in the original situation quickly morphs into a matter of trial and error. Like Phil in Groundhog Day, we get to try out every interaction, every conversation option the world allows us. More importantly, in a typical collapsing together of character and player, Phil – like us – retains (meta)knowledge of everything he did earlier. [...]

What It’s Like to Play Planescape: Torment

Videogames can sometimes be a very arcane medium, and it can often be difficult to comprehend what they’re all about for people who never or seldom play them. Of course entertainment is often the main ‘use’ of a video game, but many of them have elaborate themes and stories, and the way in which video games deliver those narratives and themes is often unique to the medium. Today my own piece on Planescape: Torment was published, and I try to explain how the game uses exploration and conversation to allow you to reconstruct the protagonist’s tortured past. [...]

Walking The Path

The start screen in 'The Path'.

Despite writing more or less in-depth about many of the digital works of Belgian studio Tale of Tales – see my posts on The Endless Forest, The Graveyard, and FATALE – I had been avoiding writing about what is arguably their best work to date: The Path. In any case, it is the one I felt the most personal connection with, and I’ve tried to express why that is in a retrospective piece I wrote for Gaming Daily. So if you’re interested in why a game about Little Red Riding Hood, disobedience, violence, sexuality, and trauma made me feel empathetic with some typically feminine psychological experiences, read on: [...]