We as developers have to render sufficiently realistic places to invoke the sense of place that already exists in the discourse so that we can control the interpretive act that shapes the perceived message the player has in his or her mind. That is, if we want to design games in this broad aesthetic paradigm, which I call Thinking It’s True.
Read MoreHow do you analyse a game as a medium? Somewhat similarly to how you analyse other things as a medium, it turns out.
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