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New Audio (video to come v soon, 1 of 2)! The Beauty of Friction in Games

Hey everyone!

Working hard as hell to bring you the next two videos—posting the audio for both before the month-end Patreon cut off point, which will make the next month and the videos therein (Ace Combat/Mad Max) so, so much easier on me financially. Your understanding is greatly appreciated. The videos for both will be available in the next 24 hours, and you will only be charged for these two posts. As usual, when I post the actual videos, you will not be charged for those posts.

This one is going to go up on the channel tomorrow night hopefully. It concerns something I've been thinking about for a while, that became solidified when I saw people discussing Dragon's Dogma 2 and its relative lack of fast travel—that the ways in which people describe "quality-of-life" features sometimes sees people talk about games as if they were productivity software to be optimised and made more efficient, rather than pieces of art. With reference to Killer7 and Deadly Premonition, I argue that we hold other artforms to different standards when it comes to imperfection, and indeed some biteback from games can be what makes them truly resonant.

I really enjoyed writing this one, and hopefully you enjoy listening to it/watching it when the full video is ready!

Thanks so, so much for your continued support and your patience with this as always. Without you, work on these videos simply wouldn't be possible.

Next video's audio to follow...

Thanks again,

Hamish

Writing on Games

New Audio (video to come v soon, 1 of 2)! The Beauty of Friction in Games New Audio (video to come v soon, 1 of 2)! The Beauty of Friction in Games

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