Islands & Worlds

Not one, but two new art­icles by my hand were pub­lished today in the fourth issue of Five out of Ten, a lovely mag that pays its writers accord­ing to a very hon­est model: the writers split the rev­enue evenly. The first art­icle is a semi-close read­ing of three games pub­lished recently: Dear Esther, Mias­mata, and Pro­teus. If you’re famil­iar with the games, you’ll real­ise they have a com­mon theme, and that is that they are all set on an island. As I try to argue, there are more sim­il­ar­it­ies between the games than at first appears, but inter­est­ing dif­fer­ences too. In the art­icle, I try to get at what kind of places the islands in these games are, and what that means for the over­all mean­ing and exper­i­ence of the games. On the way, I cover themes like isol­a­tion (and its ety­mo­logy), memory, and death. The other art­icle con­trib­utes to the issue’s cent­ral theme: storytelling in games: how do they do it, and are they any good at it? My per­spect­ive deals with the concept of vir­tual worlds and spa­tial pres­ence, and how that relates to story in a game, and to our exper­i­ence of games in gen­eral. Long story short: I try to rehab­il­it­ate the concept ‘world’ as occupy­ing a cent­ral pos­i­tion in the study of games, with ref­er­ence to some smarter people who’ve writ­ten great things about this sub­ject. […Read more…]