Sponsored By

Featured Blog | This community-written post highlights the best of what the game industry has to offer. Read more like it on the Game Developer Blogs.

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.

Critical Distance, Blogger

March 1, 2016

2 Min Read

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."

Critical Distance is community-supported. You can pitch in with PatreonRecurrency, or Paypal. Got suggestions about some pieces we should feature next week? Send them through Twitter or by email.

Read more about:

2016Featured Blogs
Daily news, dev blogs, and stories from Game Developer straight to your inbox

You May Also Like