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  1. My Life with Master: The Architecture of Protagonism

    Paul Czege explains that he aimed for My Life with Master to be an engine for story creation rather than just another variation on the traditional role-playing game system.

    The source is the essay-review on www.electronicbookreview.com written by Paul Czege.

    Kristina Igliukaite - 11.05.2020 - 22:53

  2. Making Games That Makes Stories

    James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.

    The source is the essay-review on www.electronicbookreview.com written by James Wallis.

    Kristina Igliukaite - 11.05.2020 - 22:57

  3. Dustin

    Wat als een apparaat slim genoeg is om te merken dat het dom werk doet? Dustin is een interactief verhaal op je smartphone dat je aan het denken zet over de morele implicaties van steeds slimmer wordende apparaten. Hoofdpersonage is de slimme stofzuiger Dustin die zich niet senang voelt in zijn dienende rol en zoekt naar manieren om zijn lot te beïnvloeden. Als gebruiker heb je een actieve rol in het verhaal en kun je het voortstuwen door middel van kleine interacties, game-play en keuzemomenten. Wil je vrienden worden met Dustin of zie je hem puur als apparaat? Gun je hem zijn rust of toon je geen begrip als hij geen zin heeft om aan de slag te gaan?

    David Peeters - 31.05.2021 - 14:45

  4. Tenure Track: A Critical Simulation Game

    Tenure Track is a postmodernist critique of 21st-century academia in the form of a simulation game. In the vein of satirical games like Cow Clicker—a product of “carpentry,” or a strategy for creating philosophical, creative work, according to its designer Ian Bogost—Tenure Track also borrows game mechanics from popular puzzle simulators like Papers, Please, merging the finite potentiality of a critical text with the lightheartedness and non-prescriptiveness of play. Additionally, the simulation game as a genre harkens back to philosophical toys of the 19th century, such as the thaumatrope, the purpose of which was demystification through wonderment. The proposed poster would include imagery from the game, as well as links to interactive components (gameplay footage, demos) and brief descriptions of the mechanics and concept of the game.

    Milosz Waskiewicz - 10.06.2021 - 11:35

  5. 3D Monster Maze

    The game's narrative is just a pretext for the gameplay. The protagonist is at a carnival. There, a circus clown welcomes him to a new and mysterious attraction, the "mists of time" pass over the protagonist who then wakes up in a maze.

    The game is in first-person. Players must find the exit of the maze they're in and avoid the Tyrannosaurus rex lurking around the corners. The text placed at the bottom of the screen indicate the position and level a awareness of the dinosaur.

    If the player is eaten by him, he is offered the chance to play again or quit.

    (Adapted from: Survival Horror Wiki entry)

    Ana Isabel Jimenez Sanchez - 27.09.2021 - 20:40

  6. Poetic Passage Provokes Heavy Thoughts on Life, Death

    Outake from article:

    Wait: Did I call Passage a game? I actually meant to say poem. Because while Passage behaves like a game, it's psychically and aesthetically closer to a superb and tightly crafted sonnet. More than any game I've ever played, it illustrates how a game can be a fantastically expressive, artistic vehicle for exploring the human condition.

    (Source: Wired.com)

    Caroline Tranberg - 28.09.2021 - 00:43

  7. Alarmingly These Are Not Lovesick Zombies

    alarmingly these are not lovesick zombies could be considered a near unplayable art-game. Each level is built to be both won and lost, where the player shoots strange enemy objects with increasingly absurd and broken guns, and wildly deviating scoring systems. Behind the experience are odd hand-made videos of toy play and between the levels are narrative clips told with old matchbooks from small towns of the prairie. With perhaps the best title ever given to a game or otherwise, ATANLZ is both disrupted art-game and experience in frenetic madness, an interactive collage engine born from the pixilated undead.

    (Source: Artist's Statement, The NEXT)

    Jonatha Patrick Oliveira de Sousa - 06.10.2021 - 21:04

  8. 8-bite

    Artist description: This is a game created by spencer and kelsey for the 8th issue of taper, a computational poetry magazine. The idea is a subversion of the classic pacman, where instead of eating food, the player eats words to make their own poem. The words come from a very limited word bank, but because they are curated to be multipurpose, the limited word set and constraints of movement on the grid provide a lot of fun playability. Play around! Your poems will save automatically (local to your browser) and you can optionally submit them to the public gallery.

    Jill Walker Rettberg - 27.06.2022 - 18:32

  9. The Witch's Way (Spring)

    The Witch's Way is an interactive story adventure that is a collaborative endeavor with Prof. Doris C. Rusch at the Department of Game Design at Uppsala University in Gotland, Sweden, and Prof. Andrew M. Phelps at the HITLabNZ at the University of Canterbury in Christchurch, NZ and the AU Game Center at American University in Washington, D.C., USA. In addition to standing on its own as a game experience, the Witch's Way also seeks to illustrate design principles with respect to designing games for transformative play. The authors have collaborated over the past several years in the creation of a design framework for transformational, existential game design and a brief bibliography of work in this area is listed in the credits. It is our hope that this game helps serve as an example of the design model as developed thus far, as well as being a moving experience for our players.

    Doris Rusch - 10.08.2023 - 10:34

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