This week, our partnership with game criticism site Critical Distance brings us picks from their Senior Curator Zoya Street on the narrative uses of game design and interactivity.
Some pieces this week looked at how game systems and interactivity are used for narrative purposes, including the fertile field of morality and the consequences of actions.
"Despite all my decisions to steal, despite all my efforts to play classical music, to find books and cigarettes, to find ingredients for a hot meal, depression, despair, and utter loss takes over in a matter of days. This is the side of war no one speaks off. This is the side of war where people become monopoly pieces buried beneath the hungers of power."
What can be learned from mistakes in game design? This week the BBC published an interview with a former developer who survived one of the most infamous mistakes in games history, and Tom Francis examined how XCOM's mistakes could be repaired.
"I'm not sure exactly what I was full of but whatever it was, I was overflowing with it."