A Pace of Walking

Silent Hill, Trauma, and Mapping

It occurs to me that some video games might have a “soul” or a thesis kept out of sight, locked away from interactive or procedural elements. And to access this soul one might have to look at these story elements not as a whole but working in their constituent parts.

Think about the painting, Conscience, Judas by Nikolai Ge, that depicts Judas in a moment swiftly following Christ’s arrest. Continue Reading

Design and the Broken Game:

Wayfinding and Affordance in Shelter

Shelter is a game about figuring out what the hell to do next. You play as a mother badger trying to guide her children to a new den. Gameplay consists of roving across predatory landscapes, securing food in the process, and feeding this food to your kids. This sounds fun. For me, it was not. Continue Reading