Monthly Archives: November 2010


Writing, characterization, plot, narrative… flow?

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 […]


(I So Hate) Consequences

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 […]