Trending
Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
Featured Blog | This community-written post highlights the best of what the game industry has to offer. Read more like it on the Game Developer Blogs or learn how to Submit Your Own Blog Post
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on player-characters and worldbuilding.
Critical Distance is back with a regular digest of critical writing on game design.
Two approaches to relating to characters in videogames are found here, positioning the player-character as an avatar and as a representative of gaming as an activity.
Nathan Drake Is Crash Bandicoot: Uncharted 4 and Acceptance | Midfalutin
Steven Scaife argues that the resolution of Nathan Drake’s character arc amounts to a shrugging acquiescence regarding the state of videogames.
Dimensions of Identity in Games – First Person Scholar
Lindsay Meaning uses Adrienne Shaw’s Gaming at the Edge to think about what it means to identify with a videogame character.
“While researchers and game designers tend to assume that players automatically identify with the avatar or character that they control, Shaw discovers that this is not the case. Rather than the interactive aspects of games driving the process of identification, she argues that it is the affective qualities of game narratives that build connections between players and characters.”
Two writers consider the meaning of interacting with the tiny details of a videogame world.
The Whole of the World: Positions of Consideration in Games – Not Your Mama’s Gamer
Alisha Karabinus highlights a theoretical approach to worldbuilding and environmental narrative that offers a response to the question of what kind of storytelling is best suited to videogames.
Miniature Mansions | Gnog | Heterotopias
Zach Budgor talks dollhouses and miniature worlds.
“Gnog is about trying to understand the world, about breaking it into functional pieces and mechanical architectures. There is merit to the notion that miniaturizing life makes it more comprehensible; the fetishistic detail of Luyten’s dollhouse exists on a spectrum with a Lego set. But Gnog manages to escape the desire to have everything just-so”
This is an extract from a full weekly roundup posted on Critical Distance. To see the full post and other great writing and podcasting from the world of games criticism, check out critical-distance.com.
Join our community of over 200 supporters, and become a patron of Critical Distance.
Since 2009, we have been creating a legacy for critical thinking in games.
Help us to reach stability and build something bigger.
Read more about:
Featured BlogsYou May Also Like