-
Recent Posts
Recent Comments
Categories
Archives
Posts by Author
Recommended Reading
- Bit Creature
- Chungking Espresso
- Critical Damage
- Critical Distance
- Edge Online
- Electron Dance
- First Person Scholar
- Gamasutra
- Game Studies
- GamesIndustry International
- Gather Your Party
- Journal of Games Criticism
- Ludogabble
- Mammon Machine
- Medium Difficulty
- Metroidpolitan
- Nightmare Mode
- Polygon
- PopMatters
- Radiator Design Blog
- Rock, Paper, Shotgun
- The Border House
- The Escapist Magazine
- Unpitchable
- Unwinnable
Meta
Tag Archives: Skyrim
Arguing for the Adoption of Persistent Time in Video Games: Part 2 Building a House, Making a Home
In the first of this two-part article, I outlined my thoughts on how persistent time can provide a new paradigm for permadeath in video games. In games like DayZ Standalone (Bohemia Interactive, 2013) and Rust (Facepunch Studios, 2013), hazardous environments … Continue reading →
Posted in Criticism, Jason Coley
|
Tagged altruism, apprenticeship, Banished, building a house, colonies, colony, construction, control multiple characters, crafting, Dayz, DayZ Standalone, death, Don't Starve, environment, Everquest Next, family, game, games, gene pool, Grand Theft Auto V, grow old and die, GTA 5, habitat, hazardous environment, history of player interaction, kinship, making a home, maslow’s hierarchy of needs, massively multiple online, Minecraft, mmo, Open World, perk, permadeath, permanent, persistent time, possess, progeny, rally around the family, Role-Playing, RPG, Rust, scavenging, shelter, skill, Skyrim, State of Decay, The Sims, time, Video game, Video games, Yi-Fu Tuan
|
2 Comments
Extremism as a Narrative Device
Playing DayZ has allowed me to reflect on extremism a little bit. DayZ appears to be a game that fosters a plethora of extremes: one is either an extremist bad guy (I’ll kill everyone!), an extremist good guy (I’ll kill … Continue reading →