Browsing: Op-Eds

From a game design perspective, God of War (2018) knocks it out of the park. Yet while the elements that make up its story are touching, the way the emotional story beats hit the player largely contradicts the actual gameplay of the experience. The end result? The whole game feels worse than the sum of its parts.

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Last year, I decried the overuse of gaming terms like “metroidvania,” as often such words and phrases do little to actually describe the experience any game presents. While I understand why someone might lean on a certain vernacular when describing various works, the time has come for us to rethink how we talk about games in order to describe them in a more accurate manner. I’m not calling for the obliteration of such terms, either; I just believe we should know what we’re saying when utilizing these words.

Here are five particularly notable examples.

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I’m sure we’ve all been “addicted” to a game before — playing the newest gaming release into the waking hours of the morning. Maybe you’ve even taken the day (or week) off work to grind out levels or get to the end of your playthrough. Yet, while depictions of gaming addiction may seem exaggerated, the disease is not a fantasy: It is a life-ruining curse, and can also be a sign of deteriorating mental health.

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I would like to introduce the uninitiated to Over the Garden Wall, a cartoon miniseries for all ages that is best watched huddled comfortably around a screen, wrapped in a cozy blanket, as the slow-roasted warm tones of the changing leaves outside are lost in the darkness of night and stolen away from their trees by the cool, crisp autumn air.

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