By the time I finished writing this blog post, I had come to a realization that wasn’t even on my mind at the start: The active function (in as utilitarian a sense as possible) of an object is just as important in creative production as its affective and aesthetic potential.
There is a fundamental issue with how we (as academics, players, and creators) view game narratives. This particular art form leaves room for player intervention, for changes and transformations, however, such interactivity has done little to push the boundaries of storytelling beyond alternate endings and perpetual quests. Is this as far as stories can go? … Read more