Parameters I've thought for a S&S selection of games
My original list of S&S games is here: https://www.backloggd.com/u/Lot0/list/what-i-think-my-s--s-would-look-like-even-with-a-game-or-two-i-havent-played-yet/
Except Bomberman 64, I haven't played the games of this list, which are potential candidates for a more thoughtful list. So, on an unrelated note, I've taken these parameters into account:
- Genre insularities.
- Auteurism/Companyism.
- Hardware-defined experiences (which could include the aesthetic look, from a pixelated vision to hiperrealist models).
- Taboo
- Range of liberty and what its derived freedom makes you do.
- Inescapable "softwareability" of video games.
- Sense of reward in video games / Currency in video games
- Social links with people/beings
- Limits of programmed behaviour in characters/animals or even in a world.
- Videogame lecture: how the camera works mostly in 3D spaces in order to read videogames. I think that goes beyond traditional direct interactions (by commands) and involves, too, the passive effects you'd experience during non-gaming, more reflexive moments of your daily routine.
- Friction/Action.
- Competivity with yourself/Competivity with other/s.
(not necessarily related)
These parameters are open to change, but I have to start somewhere. I'd like to expand on each one one of these days.
Except Bomberman 64, I haven't played the games of this list, which are potential candidates for a more thoughtful list. So, on an unrelated note, I've taken these parameters into account:
- Genre insularities.
- Auteurism/Companyism.
- Hardware-defined experiences (which could include the aesthetic look, from a pixelated vision to hiperrealist models).
- Taboo
- Range of liberty and what its derived freedom makes you do.
- Inescapable "softwareability" of video games.
- Sense of reward in video games / Currency in video games
- Social links with people/beings
- Limits of programmed behaviour in characters/animals or even in a world.
- Videogame lecture: how the camera works mostly in 3D spaces in order to read videogames. I think that goes beyond traditional direct interactions (by commands) and involves, too, the passive effects you'd experience during non-gaming, more reflexive moments of your daily routine.
- Friction/Action.
- Competivity with yourself/Competivity with other/s.
(not necessarily related)
These parameters are open to change, but I have to start somewhere. I'd like to expand on each one one of these days.
15 Games