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Tag Archive | "Critical Responses"

In Defense of Ludonarrative Dissonance

Wednesday, August 25, 2010

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First off, no this is not a retraction of my opinion (which I was apparently the sole defender of) that Ludonarrative Dissonance is a bad thing for a game to have. Instead this is a response to the growing antagonism towards the term itself. There is plenty of it about, most recently from a post [...]

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Extra Lives: Why Video Games Matter – A Book Review

Wednesday, June 23, 2010

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I haven’t done video game reviews on this site. I also don’t intend to. I have only done video game critiques or criticism. The name in the top banner should be enough of a clue. So it is interesting that the first review I do for a blog about video games is really about a [...]

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The Ebert Response

Saturday, April 24, 2010

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For those of you are utterly sick of this issue, bear with me. I am with you. I am tired of people questioning whether video games are art or not. Yes they are, now move on. But when someone like Roger Ebert brings it up and declares that opinion loudly to the rest of the [...]

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The Nature of Reading: Interpretation and Auteurism using Final Fantasy VIII and Mulholland Drive

Friday, February 19, 2010

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The Nature of Reading: Interpretation and Auteurism using Final Fantasy VIII and Mulholland Drive

Recently on twitter I was pointed to an essay on Final Fantasy VIII that differs from the more generally accepted reading of the game’s story. If you have not read it yet, before you proceed with this post, please do. First let me speak on the essay itself. I think it’s a beautifully argued and supports [...]

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In Which I Respond to the Three False Contraints

Friday, December 11, 2009

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In Which I Respond to the Three False Contraints

When I first read Danc's post over at Lost Garden, Three False Constraints, I called it the stupidest thing I read from the critical community. I decided rather than write an immediate response I would wait a few days to calm down and think it over non-emotionally. I'm glad I did, not because I came to any agreement with him, but because I read this piece by Charles J Pratt over at Game Design Advance. It got me thinking more about the meat of the form of the medium. So I spent some more time thinking and went back to reread his post. Here's my response.

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October’s ‘09 Round Table Entry – Denouement: The Gameplay Slowdown

Saturday, October 31, 2009

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Designer Denouements How can the denouement be incorporated into gameplay? In literary forms, it is most often the events that take place after the plot’s climax that form your lasting opinion of the story. A well constructed denouement acts almost as a payoff, where protagonists and antagonists alike realize and adjust to the consequences of [...]

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The Citizen Kane of Video Games

Thursday, October 8, 2009

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The Citizen Kane of Video Games

For those of you who maybe groaning at the title of this post let me assure you I am not going to declare anything the "Citizen Kane of video games" and am instead going to explain the pointlessness of the debate in the first place. And for those of you now disappointed, I implore you to please continue reading anyway.

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September ‘09 Round Table Entry – What Do Spatial Relationships Mean to Us

Wednesday, September 30, 2009

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September ‘09 Round Table Entry – What Do Spatial Relationships Mean to Us

Isn’t That Spatial? Every video game has certain benefits and constraints in the way it represents space. Interaction fiction, arcade titles, 2D side-scrollers, isometric RPGs, and first person shooters all have advantages and disadvantages to how they deal with space-some technical in nature, some design-based. This month’s topic invites you to explore the ways games [...]

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On the Wii and Controls

Saturday, July 18, 2009

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On the Wii and Controls

The following is a comment I posted over on the latest GameCritic's podcast. It may seem a little rantish, but that's why I'm going to expand on it at the end.

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May ‘09 Round Table Entry – The Great Wave off Kanagawa

Sunday, May 31, 2009

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May ‘09 Round Table Entry – The Great Wave off Kanagawa

A Game Is Worth a Thousand Words: What would one of your favorite pieces of non-interactive art look like if it had been created as a game first? May’s topic challenges you to imagine that the artist had been a game designer and supersede the source artwork-whether it be a painting, a sculpture, an installation, [...]

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