Contributing writer for The Artifice.
Junior Contributor II
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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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! 🙂 | 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. 🙂 | 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! 😉 | Deep Rock Galactic: The Intricacies of Storytelling |
![]() Thank you! 🙂 | Deep Rock Galactic: The Intricacies of Storytelling |
![]() I believe that this game managed a feat that many don’t consider the difficulty of: reinventing an old formula. It has the L4D chassis, but has enough unique new elements to make the genre feel fresh again. It’s much scarier and more tense than it’s predecessors, and a model for innovation. I’d encourage you to try it again! 🙂 | Deep Rock Galactic: The Intricacies of Storytelling |
![]() I’ve played and enjoyed both! But CKII offers a more personal experience than EU4. I’ve always held that CKII is a game about people wherein EU4 is a game about nations. | Crusader Kings II: The Necessary Evils of Medieval Politics |
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. 😉