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Category: Critical Theory

Simplicity

By Kit
|
June 30, 2014
| No Comments
| Critical Theory, Game Design

I had a talk yesterday with Austin about beats. They’ve been on my mind a lot lately. I think a large part of what I like so much about Vincent’s games is that they help me structure play, beat by beat. They help keep scenes from being sketchy, they make surprising outcomes and shape moments. So, […]

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Continuum: Discovering New Axes

By John
|
July 23, 2012
| No Comments
| Critical Theory

Continuing the discussion from last time, I do think the “plotiness” axis is an interesting tool, but creating axes is where things get really fun. Some axes are more interesting than others, so how do we know which opposing conceptual concepts would make good pairs? Here are some guidelines I go by.

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Continuum: Atomospheric to Episodic

By John
|
July 11, 2012
| No Comments
| Critical Theory

As people, we’re good at identifying two opposing things and using that to make sense of the world. So, let’s talk about one of these opposing pairs, and maybe in a later post I’ll talk about creating axes as a way for understanding games more generally. The pair I’ve been looking at recently is what […]

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Mass Effect 3, Risk Legacy, and playing to find out.

By Austin
|
March 22, 2012
| 1 Comment
| Actual Play, Critical Theory

A lot has been said about the endings to ME3, and hell, they got me thinking too. Let me start by saying that I don’t have a particularly strong objection to the content of the ending I got. My primary objections to how ME3 ended are based in the context of those endings and what […]

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  • Rob Donoghue
  • Ryan Macklin
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