Emily Short, who writes some really good things about interaction and storytelling in games on her blog (that I keep forgetting to check since my RSS thing died like a year ago), had this recent post that I thought Groupthink might be interested in. About reflections and conferences and things.
Here’s a thing that happens to me pretty frequently. I’m at a game-related conference. I may be wearing a speaker badge. A young man comes up to me; often he’s a student, sometimes a bit older. He asks me what I’m into, game-wise, and I say that I work in interactive narrative. This is the starting gun. He begins to tell me all about interactive narrative. He has deep theories about interactive narrative, in fact, which are usually grounded in having played a couple episodes of The Walking Dead, or maybe the end of Portal or Bioshock.
Most things I’ve seen about Her Story and gender politics talk about the voyeuristic aspect of the player character, but this is more about the identity issues going on. So…it’s full of spoilers, I should mention that.
Random: Her Story felt much more like a fairy tale than a Gothic tale to me, but then my Gothic experience is literally just Dracula and Frankenstein (does Coleridge count?), so…that would be why. Also this might be because of my particular playthrough, where I (mild spoilers, rot13) tbg nyy gur fghss nobhg Enchamry naq gjvaf naq zveebef svefg naq bayl fgnegrq trggvat vagb gur zheqre fghss yngre.
Also: I haven’t ventured into the comments section. Not brave enough, or maybe just not willing to inflict annoyance on myself when I can ignore it.