The Methodology Behind The Witness

Much has been said about The Witness’s ability to teach the player how to solve its puzzles. In designing the puzzles, Jonathan Blow worked from simple to complex, and while the game is arguably genius in how it teaches the player, the methodological ideas behind it were defined 70 years ago. In school, most of […]

Games Can’t Portray Addiction Right

“This will be the last cigarette I ever smoke” is something I tell myself about once a week after I finish a pack. It doesn’t take more than a few hours before I have a new pack sitting in front of me. —  Going out for a cigarette has become a habit that I do […]

Danganronpa, Trigger Happy Havoc: Sakura and Chihiro

Danganronpa pulls from the same well as The Hunger Games – Battle Royale by Koshun Takami – by forcing a group of teenagers to kill each other. Unlike Battle Royale, the forced killing in Danganronpa isn’t an allegory for something else. In Battle Royale, the students were forced to kill each other by a totalitarian, […]

Rogue: Reflections on ASCII Imagination

Rogue was one of, if not the first, games that really captivated me. I don’t remember exactly how old I was when I started playing it, but I couldn’t have been older than nine. This was at a time when storage was measured in megabytes. Back then, technology wasn’t even close to what it is […]

Armello: What Videogames Have (or Haven’t) Learned from Boardgames

Armello is hard to define. Part boardgame, part PC game, part RPG, part Redwall. A little bit of everything. It is quite good and does some interesting things. In recent years we have seen a surge of card games becoming digitized and using technology to do things that are not possible with traditional cards (such […]