Posts in reflections

  • Rediscovering gaming as a new parent

    Rediscovering gaming as a new parent

    It all started a month earlier than expected. One evening my eight-months-pregnant wife said “Something’s slightly off, we should go to a hospital”, and twelve hours later my daughter was born.

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  • Don't hide the worlds behind HUDs

    Don't hide the worlds behind HUDs

    Just as much as I don’t like having magically updated maps in games (see the joys of leaving the map behind), I also get taken out of the experience by the two-dimensional HUDs (heads-up display) plopped onto the screen. This right here is a familiar sight:

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  • The Sims 4 vs. Total Warhammer: predatory vs perpetual pricing

    The Sims 4 vs. Total Warhammer: predatory vs perpetual pricing

    I’ve spent a lot of time thinking about predatory pricing in games. My feelings on the matter are complicated, and are made up of contradictions and biases. My initial revulsion was directed at games like The Sims 4. Look - the idea of a game where the full experience costs over $1,000 feels like a scam, a transparent and cynical attempt to nickel-and-dime players to death. Electronic Arts being the publisher doesn’t really help add the credibility to the business model. Dear EA, your golden poo award was well deserved.

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  • On feelings of loneliness in games

    On feelings of loneliness in games

    I like when a game makes me feel lonely. Yeah, you might think it weird, but I don’t think I’m alone - there’s something about experiencing a sense of isolation, a sense of quiet discomfort, a sense of vastness and insignificance - something that draws me in.

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  • Death Stranding and the exploration of grief

    Death Stranding and the exploration of grief

    My newborn son died almost 4 years ago. Yeah, that’s a heavy topic for a gaming blog, but I’ve been sitting on wanting to write down my thoughts on how my gaming hobby is a part of the healing process. Definitely a trigger warning - I won’t be talking about how things happened (those details are for my family and I), but I will talk in depth about how it made me feel. It’s not pretty.

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  • When I didn't speak the language of games

    When I didn't speak the language of games

    My uncle introduced me to video games around the 2000s. He wasn’t an avid gamer, but he did have a Sony PlayStation 1 for his daughters - my older cousins - and he also dabbled in some PC games. I would run over to his house, load up titles like Crash Bandicoot and Resident Evil 2 on PS1, or maybe Deus Ex or Serious Sam on PC. Crucially, many of these games were in English, despite the fact I didn’t live in an English-speaking country, nor did I speak the language

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  • Why do I like games I do not finish

    Why do I like games I do not finish

    Hey there. I really like video games, and on average I play a little under a hundred games a year. The number has slowed down a tad bit after my daughter was born, but things have been picking back up - I’m starting to have some time here and there.

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  • Why we optimize the fun away: a case against the second screen

    Why we optimize the fun away: a case against the second screen

    I’m going to make a case that the ease of access to information in video games can diminish the potential for fun. I’m not a Luddite and I’m not here to advocate for shutting down the Internet, but I do yearn for a time where looking up an answer wasn’t as easy, or at least wasn’t an immediate instinct.

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  • The joys of leaving the map behind

    The joys of leaving the map behind

    This line of reasoning was the main reason I named this blog “Unmapped Worlds,” but it’s a topic I haven’t yet written about. Probably because I’ve feared that this article would need to be great, but the longer I’m putting it off, the more I feel like this needs to be amazing. In reality, it’s not a revolutionary take; I just want to talk about how some great games handle navigation and traversal.

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  • Oblivion lockpicking and progression systems

    Oblivion lockpicking and progression systems

    The Elder Scrolls IV: Oblivion has a lockpicking mini-game. When you encounter a locked chest or a door, you whip out your lockpick and try to set the lock pins in the right position. There’s some intuition to it, and you get better as you play. But here’s the kicker: as your character’s in-game skill increases, the number of tumblers you have to interact with decreases, significantly simplifying the mini-game. So, as you, the player, get better at the mechanic, the game itself gets easier.

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  • What makes a procedural world have a soul?

    What makes a procedural world have a soul?

    Procedural generation promises endless replayability… but does it deliver? Rarely. Procedurally generated worlds often feel hollow, empty, and soulless - a void where an expression of a creator could’ve been. I hate procedural generation in video games.

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  • On owning games

    On owning games

    For the past couple of weeks, I’ve been working on compiling my thoughts on every PC Game Pass game I’m familiar with. That 10,000-words-so-far monstrosity is likely coming next week, but it did get me thinking about owning games.

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