On contextual storytelling, Dark Souls, and Don’t Starve

For my darling wife Rachel on her 26th birthday. 

Some things are better left unsaid. Nothing is more true when it comes to the art of storytelling and the ability of a tale to not reveal all of the cards being held. The concept of letting a viewer or reader find their own way through a story or performance, left to their own devices to piece together plot, motive, and context is one of the oldest and most important fundamentals of storytelling.

Video games in the current era are getting in on the act, using the environment, items, actions, and sometimes a lack thereof all three in order to tell a story without telling the story.

Whether it’s a ragged doll in Dark Souls, a wrong turn down a stairwell in Bioshock Infinite, or the discovery of what beard hair and animal manure can do in Don’t Starve, it’s all part of contextual storytelling that allows players to find as much or as little of the details as they want.

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On Will’s “game of the year 2013” list


goty

‘Game of the Year’ lists are boring. Trivial. Typical. Droll. Pedestrian.

GOTY lists are best described as the “asshole and opinion” article.

You know: Because everyone has them. Except for some folk out there with an awful handicap, in the case of the former.

My apologies to the colostomy bag community.

That was awkward. Let’s talk about my favorite–and best–video games of 2013.

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On YouTube monetization, creator’s rights, and who exactly is a content creator

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The saying goes that the pen is mightier than the sword, but what does this mean in the digital age? Who is the sword holder? What if you’re borrowing that sword from someone else? Are they the mighty or is that power purely in the one who swings?

What makes one privy to pen holding?

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