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Category Archives: That Dragon Cancer
There exists in this game a clear, apparent purpose by the authors/developers to ensure that those of whom are playing this game are given the ability to feel and to express emotion. I argue that it is not the purpose for this game to necessarily be satisfying in a typical FPS or level-up sense, but … Continue reading “Emotionally Practical: That Dragon Cancer” Continue reading
Even a quick glance at the home page for That Dragon, Cancer reveals the origins of the game. While originally a small-time endeavor, many donations through Kickstarter, a crowd funding website, allowed the game to achieve the style and recognition that we see today. It’s not surprising, then, to see the home page for the game … Continue reading “That Dragon, Cancer, and the Role of Crowd Funding” Continue reading
In class on Thursday, one of the complaints that people had towards That Dragon, Cancer was that it wasn’t really a “game;” instead, it was more of an interactive narrative. They went on to say that, since they were expecting a more gameplay-driven experience, the extreme focus on story and lack of choices that That Dragon, … Continue reading “Walking Simulators and the Importance of Narrative” Continue reading
What makes a game a game? A game can be almost anything that has rules that define how to play and how to reach the end of the game. However, there are many games that feel more like an interactive story or experience than the traditional idea of a game. This is the case with … Continue reading “Interacting with Fiction” Continue reading