Game Design The Economy of Accepting Death in Spiritfarer How game systems enable introspective and emotional experiences
Opinion Ghost of Tsushima Is About People How Sucker Punch told their story through individual characters rather than sweeping narrative
Review Music Lessons: Grief and Hope in When the Past Was Around Memories, and the grief that accompanies them
Game Design How I Learned to Write Compelling Interactive Fiction Taking the lessons of Susan O'Connor to create interesting interactive stories in game design
Opinion Nier Automata Explores “2B or Not 2B” but Doesn’t Provide an Answer Yoko Taro’s nihilist painting of the future, featuring hope