Quote- are . . . short
- are . . . intimate and personal
- express or explore complex emotions
- explore meaning in the moments and in the loose ends of life that don't necessarily have a nice narrative arc
- attempt to slow the reader down, give pause, prompt reflection
Quote. . . this list . . . provides an opening for considering [certain] games as artifacts that are not defined strictly (or primarily) by narrative, or by rhetoric, or by gameplay--or even by interaction or computation.
Quote. . . if the games I make are not traditional games, then what are they? How should I talk about my work in light of existing forms, frameworks, and traditions?
Quote. . . neither [the existing 'narrative' perspective nor the 'gameplay' one] seems completely satisfactory when it comes to identifying why the games "work"
QuoteStudied as a traditional game, Loneliness is not particularly interesting. . .
it lacks any attempt at "fun balanced gameplay". . .
those simple rules and mechanics it does have aren't very exciting and innovative. . . .
Speaking as Loneliness' creator, I was aware of (and intentional about) making something that could be positioned at the outer edges of videogames as a medium . . . but was never really attempting to make a "good" game in the process.
Quote. . . [narrative-focused analysis, too,] leaves room for additional insight. . . .
the game is so. . . sparse on anything that might be considered plot or character development.
We can say that there are a few (only slightly different) miniature plot arcs embedded in the game--but are they interesting plot arcs?
[Do I] find the story being told . . . worth conveying to others[?]
And again. . . I was never attempting to tell a good "story" . . .
Quote. . something compact and potent that can be experienced and reexperienced at short notice and surrounded with time for reflection.
QuoteWe have to create software that elevates us, improves us as human beings. Or else, what is the fucking point of the tools at our disposal?