Narramblings #6: Careful, (anti)fragile!
How bite-sized stories create powerful narratives
How bite-sized stories create powerful narratives
Taking food in games beyond health regen. Bon appétit!
How Disco Elysium and Pentiment use the flow of time as a narrative mechanism?
Turns out the time limit in an open world was a narrative jackpot.
I never thought ‘games I loved and never want to play again’ was a category. Not until I played The Last of Us Part II.
For obvious reasons, from the narrative perspective it’s hard to make sense of the player character’s death in-game.