Monthly Archives: February 2013

Procedural Diegesis in Anna Anthropy’s dys4ia

We’re going to take a whack at so-called criticism here on dot game, and we’re going to start with Anna Anthropy’s dys4ia. It’s a five-minute flash game on newgrounds. Go play the game before you read this. Please and thank you. Even if you don’t read the rest of this critique, it’s a great game that you should play.

Now, there are many things about dys4ia that contribute to its high quality: its subtle, sweet sense of humor; its simple graphical style, which lets the player focus on other content in the game; and the music,  by Liz Ryerson, makes the final level all-the-more touching.… Read the rest

Posted in Criticism | Tagged , | 4 Comments

Goodwill in ’60s Epic Genre Cinema

Welcome to dot Game’s first Optional Sidequest – extra information about the topic that might not be of interest to all of my readers. The side quest relates to the main quest of Goodwill

Contrast two films with notoriously slow pacing: Stanley Kubrick’s 2001: A Space Odyssey and Sergio Leone’s The Good, the Bad, and the Ugly. Both are likely masterpieces of late-’60s cinema.… Read the rest

Posted in Criticism, Design, Optional Sidequest | Tagged | 7 Comments

Goodwill

What is the most important thing to know about designing videogames? This is kind of an unreasonable question to ask; and yet I wanted an answer for my first post. Luckily, I found it in a quote from Blendo Games, in their informative and delightful devblog on their upcoming title Quadrilateral Cowboy.

The specific post is mildly technical, but the quote in question is quite an artistic statement:

Players have a finite amount of time and energy for you.

Read the rest
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