Tag Archives: Videogames

Gone Home: Nature of Game play versus Textual Story Content

In reference to game play and structure, Dear Esther, Gone Home, and The Stanley Parable are comparably unlike any videogame that I have played or am used to playing. These games involve heavily saturated plots and storylines, with basically not … Continue reading

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Gone Home – A Small House with a Massive Meaning

In a time where the gaming universe is dominated by large scale worlds across all platforms — Azeroth in World of Warcraft, Skyrim as the latest Elder Scrolls installment, and the galaxy in the next generation blockbuster Destiny — a … Continue reading

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Death and Family, Stanley outside the office. Blog 4.

While the Stanley Parable presents a variety of interesting moments to focus on, such as multiple endings, the narrator’s mocking voice, the decision to follow instructions or disobey, I prefer to focus on one particular moment that I peaked my … Continue reading

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Becoming Esther

Dear Esther is an intriguing, unique gameplay experience.  It deprives you of the things you take for granted as standard aspects of videogames – you are unable to jump, run, interact with objects, or really perform any action aside from … Continue reading

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Gaming and Naming in World of Warcraft

Charlotte Hagstrom closes out Digital Culture, Play, and Identity: A “World of Warcraft” Reader with her chapter on Gaming and Naming in World of Warcraft. In this essay Hagstrom goes into detail regarding player names and their relation to the … Continue reading

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Cataclysm: The Fall of Gilneas

When we first began playing World of Warcraft, I researched classes before designing my character and I quickly decided I would be a druid because of their multiple talents. Sadly, humans don’t have the option of being druids. However, when … Continue reading

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Character Identity

Ragnhild Tronstad explores the concept of character identity in her essay “Character Identification in World of Warcraft: The Relationship between Capacity and Appearance.” The crucial aspects of this chapter in the book, “Digital Culture, Play, and Identity: A World of … Continue reading

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