something i’m fascinated by creatively is the negative space of game design. how just the knowledge that a mechanic or story path exists can fundamentally change your relationship to the work even if you never experience it directly. bad endings that most people don’t get. characters in multiplayer games that dictate the meta despite never being played. a hundred secrets in a game where most players will only find five. games are the only medium where this kind of non-content can haunt and infect everything else and i love them for that
Please reblog to make sure everyone is equipped!
the emotion i just experienced is kind of indescribable
Original comic by Rasenth
what if god wanted you dead
but the voice in your head said:
I'm just wondering if the color theory section for red doesn't include that it looks like blood
I wrote up some reflections on my first play-through of Slay the Princess. It got long and also took me longer than I expected, so I ended up putting them on Dreamwidth in multiple parts.
Part 1: The Apotheosis
Part 2: The Spectre
Part 3: The Damsel
Part 4: The Stranger
Part 5: The Prisoner
Part 6: An Echo
Part 7: Princess and Hero