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Video Games

Planes, Trucks and Mercenaries

Inspired by Tim’s adventures in Microsoft Flight Simulator, we talk about gameplay mechanisms which make simulations compelling: the dramatic loop of player agency, planning, mission choice, the minutiae of the mechanical gameplay, and the way these elements cohere. We juxtapose this with games like far Cry 5 – whose gameplay, while satisfying in isolation, doesn’t…

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Highfleet, Hitman, Cyperpunk and Kinds of Immersion

After multiple delays – most notably due to the Colorado fires which burned down half of Tim’s town – we return to talk video games again.  This season’s format will be less focussed on specific aspects of gaming and be more general. We found that playing several iterations of the same kind of game takes…

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UI, UX, VR, and What We’ve Been Playing

Tim and Joel catch up on some of the games they’ve sampled over the last few weeks. We go over some preliminary thoughts on UI and UX, and talk about the stunning graphical improvements of PCVR. Games played: The Ascent Shadowrun CyberPunk 2077 Deus Ex Elite Dangerous Half Life 1 Return to Castle Wolfenstein Doom…

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Systemic games continued

Tim and Joel continue last week’s conversation about systemic games. We look at the medieval sandbox game Crusader Kings 3, and Tim goes into his playthrough of Nantucket. We also look at games that come close to being systemic, employing complex systems, but end up relying on authored narratives. Games mentioned: Crusader Kings 3 Civilization…

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Emergent Narrative: Battle Brothers

Tim and Joel return from a hiatus with a look at the emergent narrative dynamics of systemic strategy games, beginning with a look at Overhype Studios’ Battle Brothers. Games mentioned: Rimworld Crusader Kings 3 Dwarf Fortress Battle Brothers

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Part Two: The Future of Storytelling

In Part One, Tim and Joel looked at how procedural generation can aid or detract from video game narrative. This week, we look at artificial intelligence – a nascent field with immense possibilities. We look at the fundamental difference between AI and traditional systems, and explore the fascinating, dreamlike storytelling experience of AI Dungeon. Games…

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Part Two: Giving Players Authorship in Systemic Games

The systems a game employs to create a narrative or experience are an expression of the way the developers see the world. After looking in depth at Dwarf Fortress last week, Tim and Joel note the different systems in Stardew Valley and Farming Simulator, both ostensibly games about farming. We then move on to discuss…

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Part One: Giving Players Authorship in Systemic Games: Return to Dwarf Fortress

Tim and Joel look at the way systemic games allow players to create stories. After a brief digression into the mechanics of character creation, we look once again at Dwarf Fortress, and it’s unique ability to generate story through its systems. Games mentioned: The Witcher 3 Mass Effect ADOM: Ancient Domains of Mystery Disco Elysium…

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S2 E6: Part Two: How Game Storytellers Collaborate With the Player

Following from last week’s episode, Tim and Joel begin by looking at Kentucky Route Zero, which does interesting things with narrative interactivity – positioning the player as stage director rather than performer. We talk about the ways games suggest ways of playing through creative constraint, with reference to the stress system in Crusader Kings 3….

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S2 E4: Tools For Authoring Games

Tim and Joel begin by discussing Kentucky Route Zero, a “postmodern capitalist horror story”, before looking deeper at the relationship between game mechanics and narrative. We examine cinematic storytelling, environmental storytelling, and environment as art. Finally we look at dialogue and dialectic in games. Games mentioned: Middle Earth Shadow of War Kentucky Route Zero Disco…

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