In the second of three blogs, Tijmen takes a look at all the ways The Stanley Parable (2013) lets you mess up its story. But are you really free to do anything?
In the second of three blogs, Tijmen takes a look at all the ways The Stanley Parable (2013) lets you mess up its story. But are you really free to do anything?
In the first of three blogs, Tijmen looks at S. (2013) and Life Is Strange (2015) and the role they have you play in building a narrative. Without you, there is no story, after all.
In this sixth edition of How Games Tell Tales, I will discuss how the Beginner’s Guide treats the tension between authors and their audience, through a story in which a developer’s games get interpreted.
In this fifth instalment of How Games Tell Tales, I will discuss how games can tell stories without actually telling a story at all. I will explore how a game such as Bloodborne can create a narrative that players collectively imagine through exploration, vague hints, and atmosphere.
In this fourth installment of How Games Tell Tales, I will discuss how games portray unreliable narration. Using Spec Ops: The Line as an example, I will show that the hyperreality of video games influences how an unreliable story can be experienced. I will also discuss the criticism this game has of military entertainment.
This article is a continuation of the last article on Detroit: Become Human. In it I explore the game’s controversial relation with references to historical forms of oppression, as well as the lead developer’s (lack of) answers to this situation.