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Tom Woodward

Two Games That Undermine The Concept of Games :: Games :: Features :: Paste - 1 views

  • In my first play-through of Stanley, I gave the game the benefit of the doubt and did absolutely everything it told me to do; the game’s voiced-over narration explains which path to take, and I did what I was told. The result is a boring, cliché videogame narrative that takes only a few minutes to complete: the protagonist, Stanley, has been mind-controlled by a mysterious machine, and when he discovers this, he turns the machine off and escapes to the real world. The game ends with Stanley outside, finally “free” of having been told what to do … the irony being that I, the player, have done exactly what I was told to do by the narrator in order to achieve this result.
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    "The way to "beat" this set of endless staircases is to turn around. Turning around will not take you back down the hallway that you used to get to the stairs; it will take you to a new room entirely. In most videogame-and in, y'know, actual rooms in real life-turning around will take you back to the place you just were. In Antichamber, going backwards often results in discovering a totally new area. "
sanamuah

A Videogame That Teaches You to Write Poetry, Even if It Intimidates You | WIRED - 2 views

  • Elegy lets players write prose and poetry as they explore distant planets and dead civilizations. The player faces 27 challenges in three worlds, each riffing on a specific British Romance-era poem: “Ozymandias” by Percy Bysshe Shelley, “When I Have Fears That I May Cease to Be” by John Keats, and “Darkness” by Lord Byron. The different challenges find the player in various roles: an emperor rallying his troops before a doomed battle, for example, or a schoolgirl evacuating a city being bombed. Players travel through beautifully designed backgrounds, while on-screen text narrates the story. But much of the text is left blank—that’s when players tap their inner Wordsworths, finishing the tale with their own imaginations.
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    I very much wish to try this.
Tom Woodward

Become a vigilante superhero in this interactive tale about wealth inequality / Offworld - 1 views

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    ". In Cape, an interactive fiction story created by Bruno Dias for the ongoing Interactive Fiction Competition, you become one of those shadowy figures trying right wrongs in a crime-ridden city. But since wealth inequality lies at the heart of all the problems you encounter, well... let's just say that it's an uphill battle. "
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