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"There are so many good stories to tell about relationships with some history. The stakes are higher than the stakes of a first crush; there’s all that context to add meaning to the interactions. The characters are invested in each other. And relationships between older people typically have involve juggling other responsibilities and commitments — jobs, children from previous relationships." Excellent stuff from Emily Short on all the *other* shapes of relationships you can show. (It made make think of two very different films I've seen recently that showed deep, adult, *sibling* relationships, for starters).
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John Gray on M John Harrison – not just the Kefahuchi Tract trilogy, but also Viriconium and Climbers.
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"…I feel like five or ten years ago we had a common critical vocabulary robust enough to talk about what is going on in low-agency, linear, or hypertext games, but that the community has shifted enough not to be using that vocabulary now that there are lots of such games to talk about." Emily Short's roundup of the 2013 IF Comp. Really good notes on the state of the modern competition; also good notes on the nature of interactivity. Worth your time.
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Oh, lovely: using Inkle to write a historical adventure in epistolary form – or, rather, drafting and redrafting a letter to be sent. And: by Emily Short! I'm glad someone's got around to that format.
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"This ghastly indie-art-game prose: it’s writing that tries to communicate ideas in the same way that game mechanics communicate ideas. Such writing offers allusions and suggestions, hints for the player to assemble, but it shies away from specifics or a through-line plot. Characters often go unnamed, or are named something thuddingly symbolic, or are Everyman. Theme is presented heavy-handedly (you wouldn’t want players to miss it!) and via the most cliché images. Expect frequent references to light and dark, cold and loneliness, broken hearts and shattered dreams. Memories may get a look in. Also death. It’s like reading a collage of the manuscripts sent to a high school poetry contest right after one of the students got in a fatal crash." Emily is right, and it's something I hate about certain games: just how *self-consciously* "indie" they are.
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"While everyone else is going sleek and elegant and natural, Tiger is all experience points and loading screens and instant challenge pop-ups and club-tuning holodecks. Skate feels like skating, Fight Night feels like boxing, and Tiger feels like a game about golf." I don't like golf; I love computerised golf. I don't like Tiger; I love Links in all its forms, and before that, Leaderboard. This is a brilliant – if long – piece of writing on a short history of PC golf, and what's wrong with Tiger in this day and age. (Apart from, you know, the whole sex-addict thing).