Sights 'n' Sounds: Games As Art

Nothing here!


"To Laugh"

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

Playing god, and where it takes the sociopathic
"To Reach Out"

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

Melancholy through absence of feedback in terrorizing moments
"To Persevere"

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

Boss battles as pseudo-romantic explosions
"To Groove"

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

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

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

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

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