Sights 'n' Sounds: Games As Art

Nothing here!


"To Propogate"

Playing god, and where it takes the sociopathic
"To Laugh"

Game-intrinsic UX qualities as avenues for joy and affection
"To Reach Out"

Discomfort and embarrassment as necessary hurdles to human love and self-expression
"To Persevere"

Difficulty as ludonarrative and a tangible, breathing force distinct from the machinations it inhabits
"To Deject"

Melancholy through absence of feedback in terrorizing moments
"To Burn Bright"

Boss battles as pseudo-romantic explosions
"To Grow Flowers"

Defining the human self through imperfections and unrequited desires
"To Hallucinate"

The flowing lifestream of noise and mirages, confined to the decaying prison of an arcade cabinet
"To Groove"

Breaking the easy-to-learn, hard-to-master philosophy through unconventional control schemes
"To Amalgamate"

Identity and willpower as a sum of abstract data, emotional experiences and glitches

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