Physically struggling with your weapon is a part of this whole.
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Replying to @a_man_in_black
Filmmakers are exhorted to show, not tell. Games can do, not show.
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Replying to @a_man_in_black
The difference between doing and showing is tactile. Getting into a perfect rhythm, keeping your momentum: those make you hit harder in GOW.
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Replying to @a_man_in_black
It doesn't make any sense to sit and think about as an observer, but games are not made to be observed.
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Replying to @a_man_in_black
Macondo is a dream where a family lives. Handle your chainsawgun well and your bullets are stronger. Things work the way that feels right.
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Replying to @a_man_in_black
This tactile experience is necessarily expressionist and abstract because it can never be complete.
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Replying to @a_man_in_black
And often as not The Story is an adjunct to it, rather than the other way around.
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Replying to @a_man_in_black
Super Mario Bros. is about exploring and bouncing and seeing fantastic things. The kidnapped princess is a reason to go from A to B.
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Replying to @a_man_in_black
It's a sculpture with flames and pipes and mushrooms and turtles and jumping and swimming.
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Replying to @a_man_in_black
It's an architectural accomplishment that is experienced with fingertips as well as eyes.
1 reply 0 retweets 1 like
The words we have for this tactile experience are woefully insufficient. Feel, flow, gameplay, experience.
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Replying to @a_man_in_black
@a_man_in_black I worry that people tend to dismiss art that takes non-narrative forms, and worse, non-written aspects of non-prose mediums.1 reply 2 retweets 3 likes -
Replying to @awa64
@a_man_in_black How often could a critique of a movie or game be a critique of a transcript of its dialog instead?0 replies 2 retweets 5 likes
End of conversation
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