Monthly Archives: December 2011

During a recent Deus Treks pod­cast, I pass­ingly men­tioned that a game works much bet­ter as art when its game­play rein­forces its sense of nar­ra­tive urgency. I didn’t think much of it at the time, but on fur­ther reflec­tion I think that it’s an impor­tant piece of the Plot vs. Fun puz­zle, and a use­ful lens for explor­ing games as art. I wanted to explore it in fur­ther detail in hopes of address­ing some ques­tions that I raised pre­vi­ously, and to add another term to the Ontological Geek’s lex­i­con of ana­lyt­i­cal con­cepts. Since the state of Missouri requires me to warn peo­ple when I’m about to unload a wall […]

On Urgency

scarecrow 1
First things first: go lis­ten to the newest Deus Treks.  It’s the best one we’ve done so far. With that out of the way: It’s Batman time.  Again. (Always). Last time, I men­tioned that Arkham Asylum, (though really neat), mostly doesn’t exam­ine the Batman mythos with any real gran­u­lar­ity.  “You are Batman,” it says, “Now go punch peo­ple.”  By and large, Arkham Asylum is a game about how cool it is to dress up in tights and a cape, but there are a few moments when it stops to ask the player a few ques­tions about what it really is to be Batman, and those are the […]

You’re a Legend, Mr. Wayne