Jon Weigand joined me in writing this post. Our lives are full of quests. Remember that birthday card, send that email, or drag ourselves to the gym on a regular basis. Epic Win is a to-do list with a lovely premise…. Continue Reading →
This is part 1 of an ongoing series on the techniques that game designers employ to tell stories in video games. Part 2 is already available, and more are coming. People like me—which is to say, people who spend too… Continue Reading →
This is part 2 of my thoughts about how BioShock could be taught as a text in a college-level comparative literature course (although on reflection, I think it could really work in a general English course as well). Part 1… Continue Reading →
This is part 1 of my thoughts about how BioShock could be taught as a text in a college-level comparative literature course (although on reflection, I think it could really work in a general English course as well). Part 2… Continue Reading →
This topic is a kettle of worms, but it raises too many interesting questions to leave it alone. Here are the facts, some background and my initial take. Call of Duty is a very popular first-person shooter franchise which recently… Continue Reading →
Cliff Harris of Positech Games and Mark Batten of Red Marble Games kindly provided me with a review copy of Democracy 2. My impressions, though very positive, were not influenced by their generosity. When I was eight or nine years… Continue Reading →
There’s a reason why my recent posts have all been on the theme of games that simulate government. As I continue to study pedagogy and games that promote learning, a number of things are becoming clear to me. In no… Continue Reading →
My last post surveyed what I called “government games.” It’s a fluid genre from the point of view of game mechanics, though common elements can be identified (many drawn from the broader strategy genre, such as button-based user interfaces and… Continue Reading →
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