WGTU #24: Empathy via storytelling – with Detroit: Become Human (EN/FR)
Let’s see how this incredible interactive drama offers grandiose and yet relatable characters!
Read More »WGTU #24: Empathy via storytelling – with Detroit: Become Human (EN/FR)Let’s see how this incredible interactive drama offers grandiose and yet relatable characters!
Read More »WGTU #24: Empathy via storytelling – with Detroit: Become Human (EN/FR)Let’s see how this amazing series of action-adventure games plunges us in Batman’s world and Batman’s boots!
Read More »WGTU #23: Empathy via gameplay – with Batman: Arkham (EN/FR)Let’s see why delegates are excellent for decoupling and organising your C# projects!
Read More »How to use C# delegates to sanitise your codebaseLet’s discuss how this action-adventure title uses procedural generation for immersion!
Read More »WGTU #19: The power of procedural generation – with Middle-Earth: Shadow of Mordor (EN/FR)Let’s see how Blizzard’s well-known action RPG uses randomness to hook us in!
Read More »WGTU #18: Randomness & conditioning – with Diablo III (EN/FR)Let’s see how this Dice energised action-adventure game relies on affordance to feel intuitive to players!
Read More »WGTU #15: Affordance – with Mirror’s Edge (EN/FR)Let’s see how this really nice indie action-adventure game can introduce us to the concept of emergence!
Read More »WGTU #4: Emergence – with Magicka (EN/FR)Last week, I started to talk about agency, this “feeling that you are in control” and that your actions can have an impact on your environment. In particular, I mentioned how video games can help us understand when choices are meaningful and how they teach us this power of decision. Today, let’s continue with a focus on the links between games and real-life, and on false choices and manipulation.
Read More »The concept of agency / Le concept d’agentivité (2/2)Two weeks ago, I talked about Skinner’s theories on human behavior and conditioning. I also mentioned how his discoveries, and most notably the Skinner box, have been used in game design. When we think about conditioning, something that we usually have difficulty with is the idea that some external force is deciding for us; that we have essentially lost our power of action. This ability to choose and influence the events in our life is called “agency”.
Read More »The concept of agency / Le concept d’agentivité (1/2)