infovore + writing + braid   4

Bissell, Braid, and the Use of Words « Emily Short's Interactive Storytelling
"This ghastly indie-art-game prose: it’s writing that tries to communicate ideas in the same way that game mechanics communicate ideas. Such writing offers allusions and suggestions, hints for the player to assemble, but it shies away from specifics or a through-line plot. Characters often go unnamed, or are named something thuddingly symbolic, or are Everyman. Theme is presented heavy-handedly (you wouldn’t want players to miss it!) and via the most cliché images. Expect frequent references to light and dark, cold and loneliness, broken hearts and shattered dreams. Memories may get a look in. Also death. It’s like reading a collage of the manuscripts sent to a high school poetry contest right after one of the students got in a fatal crash." Emily is right, and it's something I hate about certain games: just how *self-consciously* "indie" they are.
games  braid  tombissell  writing  emilyshort  indie 
august 2010 by infovore
Cruise Elroy » The game that was a book
"As I tried to unravel Braid’s interstitial text I realized that solving the puzzles and understanding the text required very similar approaches. Their concealed machinations and thematic ambiguities are teased out using the same mental processes, and are part of the same overarching search for meaning. In a way, I was “reading” everything in the game. It’s not the unification of narrative and gameplay that we’ve come to expect, but it’s a refreshing and effective one." Dan Bruno has an interesting perspective on Braid; not sure I agree with it entirely, but the feelings he describes are certainly familiar.
games  braid  literature  writing  criticism  exploration  comprehension 
april 2009 by infovore
Braid: Unforgiven. (Semifat Sediment)
"Being able to go back and fix your mistakes is not the same as being forgiven for them. Maybe that’s what all those storybooks were trying to tell us." Lovely.
braid  difficulty  games  writing 
august 2008 by infovore
Feministe » Hair-pulling and braid-weaving
"It seems to me that Tim and the nameless characters of the epilogue represent archetypes of some kind. They don’t stand in for every man and woman, certainly, but they’re emblematic of a certain kind of dysfunctional relationship, one where “I’ll protect you” turns into “I’ll control you.”" A smart, sharp reading of Braid, that understands its gameiness.
braid  games  criticism  writing  critique  narrative 
august 2008 by infovore

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