Category Archives: Video Games

Ha……………………… (will video games ever be funny?)

In regard to The Stanley Parable and video games at large, we discussed how players form attachment and gain pleasure from the tension between fate and free will. The characters are caught in between this two way pull, and so are the players: most of us agreed that having infinite options leaves us paralyzed, while […] Continue reading

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Women And The Gaming World, also #Gamersgate

I’m not going to lie, I approached the whole gaming world with many pre-conceived notions and stereotypes of gaming culture and the very people that played these games. I pictured the overweight, late-twenties male in a stained and dirty t-shirt hidden in his parents’ basement playing games alone for hours, with the reflective glow of […] Continue reading

Posted in competitive gaming, computer games, console, feminism, gameplay, gamer, gamersgate, Gaming, LOTRO, Opinion, Video Games, women | Comments Off on Women And The Gaming World, also #Gamersgate

The Evolution of Video Games and the Diminishing Relevance of Failure

By Thomas Adams In class, we began discussing failure in video games. The most common version of failure in video games in gameplay failure. Gameplay failure is when the player fails to complete a task that he/she must complete in order to progress in the game. This could be failing to solve a puzzle (e.g. Portal), dying to […] Continue reading

Posted in Arcade, arcade games, Class Related, Donkey Kong, evolution of gaming, failure, Gaming, Nintendo, Opinion, Super Mario Bros, Video Games | Comments Off on The Evolution of Video Games and the Diminishing Relevance of Failure

Failure in Payoff in “Interactive” Media

This week, I was very intrigued by our discussion of the “doomed quest.” This idea is particularly pertinent to our reading of “Childe Roland to the Dark Tower Came,” where the narrator sets out on his journey with full knowledge that even if he ‘succeeds’ (reaches the end), he will die. The fated tragedy is […] Continue reading

Posted in Class Related, failure, gameplay, Gaming, narrative, Narrative failure, New Media, Payoff, Video Games | Comments Off on Failure in Payoff in “Interactive” Media

Brian Kuh, Hand of the King

By Thomas Adams (I know it’s long but bear with me.) From watching The King of Kong: A Fistful of Quarters, I found Brian Kuh to be the most interesting of all the characters in the film. In the movie, he is portrayed as the stereotypical nerdy, white male overly obsessed with video games. While these things […] Continue reading

Posted in Analysis, Brian Kuh, character analysis, Class Related, competitive gaming, Donkey Kong, esports, Films, Gaming, Opinion, Play, social psychology, The King of Kong: A Fistful of Quarters, Video Games | Comments Off on Brian Kuh, Hand of the King

Limitations of Genre in “King of Kong: Fistful of Quarters”

I read some critique of the King of Kong: Fistful of Quarters. Although the film grossed over $700,000 globally (not bad for small-budget documentaries) and achieved critical acclaim (Rolling Stone calling it “roaringly funny”) others had their concerns. After some poking around, most critique falls into one of two categories: 1. Subject matter: many critics […] Continue reading

Posted in arcade games, Doctumentary, Donkey Kong, Fantasy, King of Kong: Fistful of Quarters, Seth Gordon, Video Games | Comments Off on Limitations of Genre in “King of Kong: Fistful of Quarters”

A game as art vs art as a game

I’ve created art since I was five years old. I studied seriously with a professional painter for ten years after that. However, I still hesitate to make the statement “I’m an artist.” For one, it’s a loaded term that implies a lot of grandiosity and arrogance. Mostly though, I don’t want to be identified as […] Continue reading

Posted in art, art as games, Braid, Class Related, Films, game art, games as art, Gaming, museums, roger ebert, video game artist, Video Games, video games exhibit | Comments Off on A game as art vs art as a game

I Feel For You Tim: Emotional Attachment in Braid

In the introduction to Half Real, Jesper Juul argues that “emotional attachment” is an essential component of video game construction. However, many critics argue that emotional attachment is largely missing from today’s popular games (Call of Duty, Halo etc.).  But emotional connection is  front-and-center in Braid. What’s more, the game offers multiple ways for the […] Continue reading

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Kill Me Later

By A.A. BENJAMIN   Braid seems like it was made by some guy who was slighted by love and needed a place to vent. And…I like that. The idea of a forgiving game creates a zone of warmth and comfort that propels game exploration. Braid is an escape and an innovative game style that has the […] Continue reading

Posted in art, Braid, death, forgive, gamer, Gaming, mistakes, narrative, platform game, Play, progression, The Guardian, Video Games | Comments Off on Kill Me Later

Faerie Queene: The Jousting Plain

The Jousting Plain: game design and remediation of Spenser’s The Faerie Queene   Background The Faerie Queene: Book 3, Canto 1, Sections 4-12 In the beginning of the Faerie Queene Book 3, Sir Guyon and Prince Arthur are journeying together and come across an open plain, upon which they encounter Britomart. “At last as through […] Continue reading

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