It's been quite a year for epic, narrative-driven games -- titles vast in scope, grand in ambition, and gorgeous in execution -- and I have fought my way through a few of the best.
In recent months I have transformed into an exiled Florentine nobleman thirsty for vengeance in Renaissance Italy; I masqueraded as a continent-hopping, chiseled chunk of vainglorious derring-do in search of lost treasure; and I traveled the western wilds of the United States as a battle-scarred loner fighting to restore his dignity and return to his family.
To the ear of an outsider, this might sound like a pretty diverse scrapbook of experiences, and I'd say this was half right. But there's one element that draws all these titles together under a cozy umbrella. In each game, the protagonist -- my avatar -- is a mass murderer...
06 August 2010
An article I wrote for Gamasutra is up. Called "The Deaths of Game Narrative", it's a whimsical look at death, design, and storytelling in the digital world. An excerpt: