PopMatters - 'One Chance': Playing with the Notion of Irreversible Consequences. Thanks Mike Martinez via Slashdot.
Grief itself is a difficult process to conceptualize by digital means, where failure and bad outcomes are so easily undone. More than any passive storytelling form, interactivity empowers the player to choose whether a result is acceptable and that may include anything from modifying the game to taking his hands off the controller entirely and walking away.
GameFront - We, The Spoiled Gamers.
There are those who hate the state of the modern games industry, and these chaps too are part of the spoiled generation. I mean, really? Life was better back when music had to cut out to make way for sound effects? When challenge in games consisted of throwing endless waves of enemies at you because anything approaching workable AI didn’t exist and titles were too small for complex strategies? We live in an age of high-definition videogames, where technological innovation has allowed for sound effects and music to pipe in through all corners of our living rooms, and games are longer, bigger, more ambitious, and more complicated than ever before.