Contributing writer for The Artifice.
Junior Contributor III
The Value in Episodic Game TrilogiesMost games these days are released as either one finished piece at a final price or at an earlier stage at a reduced price. But occasionally – as with the newly rebooted Hitman trilogy – a finished game is instead divided into pieces and sold separately over a period of time, resulting in a sort of TV/Video Game hybrid wherein players experience shorter segments of gameplay over a long period of time. Could this style of release pose new creative opportunities for games, and if so, what might they be? Does a game have something to gain by releasing in this way?
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Extreme Realism in Video GamesVideo games have seemingly been on an endless march towards total realism since their earliest days over 70 years ago when they were little more than repurposed radar equipment. Modern technology has managed to make games more realistic than ever before. However, in recent years, there have been murmurings around popular titles that they have stepped too far towards realism, to the detriment of the game. Red Dead Redemption II and Kingdom Come: Deliverance have both been subjected to criticisms that they are 'too real'; the systems and mechanics meant to enhance the experience have instead diminished it. At what point does realism in gaming stop being desirable? Is there such a thing as a game being 'too real' to enjoy? Where does this mysterious new boundary exist, if one believes it to exist at all?
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Game of Thrones: A Cautionary Tale in Narrative ConclusionsThere's been much criticism regarding the later seasons of Game of Thrones, as they began being almost completely original instead of adaptive. But the final season in particular has drawn a considerable backlash. I think it would be beneficial to conduct a 'postmortem' of sorts into the final season of Game of Thrones: why exactly was it inferior to prior seasons and what could be done to avoid the same pitfalls in the future?
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Power Dynamics in Fantasy GamesI think it's worth examining the power dynamics in fantasy games and what makes each particular game feel satisfying. Games like "Monster Hunter" and "Skyrim" both offer the player a degree of power over the world, but the difference lies in degree. "Monster Hunter" empowers the player as an exceptional hunter, but only allows them to practice that power in particular ways. "Skyrim" allows players to kill people with only their words. Yet both these games prove to be immensely satisfying. My question is what common factors lie between them? How do each of these games (and others) feel satisfying despite the difference in how they allow their players to act in their worlds?
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The Relationship between Travel and Creative Writing | |
One of by favorite gaming critics said that ‘A sandbox is only as fun as the means by which you get around it.’ and I couldn’t agree more. But I would take it further and say that EVERY game is only as fun the means by which you navigate through it. If the mere act of getting from one place to another is slow, tedious, or dull, it can drag down virtually any sort of game. Grappling hooks – being fast, energetic, and potentially dangerous by their very nature – mean one can’t help but get a split-second dopamine dose to keep them awake and engaged. | Grappling Hooks: The Integral and Defining Feature of Gaming |
I predict the evolution of gaming to be the most radical in the history of entertainment. As the technology used to create and facilitate them becomes ever more advanced and varied, the number of possibilities goes far beyond the mediums (films, book, etc.) which predate them. Thus, the number of reasons one may have to immerse themselves in gaming will become neigh-impossible to count. It’s an exciting prospect to witness! | Why We Seek Out Video Games |
If you can’t find the Nitra on the walls, there are creatures called loot bugs all over the place that give it when you kill them…if you can bring yourself to kill something so immensely cute, you monster. π | Deep Rock Galactic: The Intricacies of Storytelling |
Deep Rock Galactic: The Intricacies of Storytelling | |
The solo experience in this game is extremely good; it helps lend it towards being something of a horror game. Plus, you have a drone named Bosco who tags along, and he is perhaps the most helpful AI companion I’ve ever seen. I think it’s worth your time! π | Deep Rock Galactic: The Intricacies of Storytelling |
I’ve played almost exclusively in Solo mode and have great fun with it! I strongly advise AGAINST playing with random players though, as I’ve found few will communicate or work together, all the while the game spawns in more monsters for more players. And Bosco is probably the most helpful AI companion in any game I’ve played. Solo is totally worth your time. π | Deep Rock Galactic: The Intricacies of Storytelling |
1. A lot of the caves are fairly linear, and the terrain scanner is extremely useful to help find your way. 2. You get ammo by harvesting Nitra, a jagged blood-red crystal which you use to call in supplies. 3. I’d start on the “Challenging” difficulty, as the gaps between the settings can be quite severe. I hope this is enough to get you to try it again! π | Deep Rock Galactic: The Intricacies of Storytelling |
A very interesting piece that speaks to a crucial fact of writing: one must learn to trigger their imagination. This can be done through all the sense, whether it’s traveling to see new sights and hear new sounds or trying new foods to acquire new scents and tastes. Our minds – like the computers that we build – require information as an input in order to generate output. Adding to one’s library of experiences serves only to enrich the work one is capable of creating!