Author Archives: Dan Cox

Symposium: What Remains of Edith Finch, August 3, 2017

The game What Remains of Edith Finch (2017) presents a series of interconnected moments revolving around a premise posed as an implicit question: in the end, are we simply stories other people tell about us? This Thursday, at 8:30pm EDT / 5:30pm PDT, … Continue reading

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Symposium: ‘Remastered,’ January 5, 2017

The concept of remastering is thought to be borrowed from the music industry. When a song is ‘remastered,’ its components are updated from the original source, the master tracks. When it comes to videogames, however, this takes on a different … Continue reading

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Symposium: World of Warcraft, August 4, 2016

With over a decade of on-going development and an active player-base in the millions, World of Warcraft stands as one of the most renowned MMORPGs ever. However, for as vast as the game as become through multiple expansions, at its root is … Continue reading

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Symposium: Life is Strange, February 4, 2016

Building on our conversations over the last few symposium around content development and delivery in computer games, let’s consider the rise of the episodic video game genre in recent years. Is it purely a result of the economic demands of the … Continue reading

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Symposium: Twine, September 3, 2015

It’s hard to talk about Twine and its growing community without also discussing its product: hyperlinks. Presented as a tool for creating interactive fiction, its output, HTML, is often derailed for not being a “game,” or not qualifying for definitions … Continue reading

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Symposium: Controlling or Controlled?, March 5, 2015

This month, let’s take a different approach to talking about video games. Instead of what we see or feel, let’s take some time to discuss touching, tapping, swiping, pressing buttons, and moving toggles, and how our experiences with them shape … Continue reading

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Symposium: November 6, Antichamber

  This month, we play Antichamber (Steam), a game that, in many ways, subverts how we think about space within a game-world. By connecting different areas in non-obvious ways, Antichamber begins to prompts us to consider how a non-Euclidean world would work; one … Continue reading

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