Sights 'n' Sounds: Games As Art

Nothing here!


"To Persevere"

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

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

Melancholy through absence of feedback in terrorizing moments
"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
"To Grow Flowers"

Defining the human self through imperfections and unrequited desires
"To Burn Bright"

Boss battles as pseudo-romantic explosions
"To Hallucinate"

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

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