Monthly Archives: November 2010

The Idea Not long ago, I men­tioned that I thought Mirror’s Edge and Prince of Persia 2008 might have more in com­mon with bal­let than with Asteroids, and, indeed, the more time I’ve spent with this idea, the more I like it. In case you’ve never seen either of these played, here are game­play trail­ers for both games: Mirror’s Edge, and Prince of Persia. I found myself in the awk­ward posi­tion of real­ly, real­ly enjoy­ing Prince of Persia even though most of the video game com­mu­ni­ty seemed to regard it with a sort of ambiva­lent apa­thy– most peo­ple liked the visu­al style, but found […]

Writing, characterization, plot, narrative… flow?

A lot of the think­ing I do about games-as-art relates to choice in games, and how to make those choic­es rea­son­able and inter­est­ing while pre­vent­ing them from derail­ing the game as an artis­tic expe­ri­ence. Today, I want to talk about the other side of choice: con­se­quence. Without con­se­quences, choic­es, whether in real life or in games, have lit­tle to no weight. This is true at the most basic level, or at the most com­plex– the occa­sion­al non-branching dia­logue tree in Mass Effect or Dragon Age, where choos­ing one or anoth­er dif­fer­ent dia­logue options results in the exact same response from the per­son […]

(I So Hate) Consequences