Talking About Games: Intent and Execution

Sometimes we talk about games in terms of the intent behind them. Perhaps a part of the game isn’t fun, but the designers made it that way. But is that a good explanation? In this essay I argue that the intent behind a system should not be relied upon for deciding whether a video game’s systems are good or bad.

Moral Choices: Follow the Rules

When we make moral choices, we often fall back on a set of rules that are easy to remember and stick to. But it can be useful to take a closer look at those rules that we use. In this essay, I’ll look into the moral framework of deontology (i.e. “morality based on rules”), and examine how we might use deontological concepts to create richer moral choices and themes in video games.

Moral Choices: The Consequences of Our Actions

Moral choices in games are often framed around broad concepts of right and wrong that are usually given little additional thought. But what would happen if we started to dig into more detail about what makes actions moral and immoral? In this essay I’ll explain the moral philosophy of consequentialism and how it can be used to create richer moral choices within games.

Talking About Games: Not a Horror Game

Horror as a genre of video games can be both incredibly appealing and a source for a lot of debate. One major point of contention is what is really “scary.” However, I present the argument that trying to argue about what is and isn’t scary is ultimately pointless, as it confuses a very personal experience for a point of objective debate.

The Ticking Timebomb

A common way to make a game’s story seem interesting and urgent is by telling the player they have a limited time to complete it – there’s a ticking timebomb that will cause disaster. But often the use of this timebomb in storytelling creates problems for the gameplay that needs to be addressed. This essay will look at the problem of the ticking timebomb through the lens of how it is used in Cyberpunk 2077.

Talking About Games: “This Is Not a Political Statement”

Building on the last essay about the role of politics in video games, this essay will engage in a case study of how the idea that a game is not political often falls apart. Instead of trying to build a wall, it is better for us to tear that wall apart to be able to talk more honestly about how art/entertainment and politics are connected.