Critical Distance is back with a regular digest of critical writing on game design.
Two approaches to relating to characters in videogames are found here, positioning the player-character as an avatar and as a representative of gaming as an activity.
“While researchers and game designers tend to assume that players automatically identify with the avatar or character that they control, Shaw discovers that this is not the case. Rather than the interactive aspects of games driving the process of identification, she argues that it is the affective qualities of game narratives that build connections between players and characters.”
Two writers consider the meaning of interacting with the tiny details of a videogame world.
“Gnog is about trying to understand the world, about breaking it into functional pieces and mechanical architectures. There is merit to the notion that miniaturizing life makes it more comprehensible; the fetishistic detail of Luyten’s dollhouse exists on a spectrum with a Lego set. But Gnog manages to escape the desire to have everything just-so”
This is an extract from a full weekly roundup posted on Critical Distance. To see the full post and other great writing and podcasting from the world of games criticism, check out critical-distance.com.
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