3 Matching Annotations
  1. Last 7 days
    1. Permalife games are difficult in an entirely different way than games requiring skill or strategy, requiring players to enact the motions of continuing existence, even in the face of survival under (or complicity with) the evils of that existence.

      OUTLANDISH: Permalife is not difficult. If the player is always alive, there are no stakes and nothing to lose. The player's instincts to run if they are seen or fight back or hide are completely neutralized. This does not benefit the player in any way. There is nothing to deal with in the face of survival because survival is guaranteed.

    2. Gone Home also plays with player agency by subverting expectations about danger and complicity. The first moments of the game create a sense of mystery more frequently associated with survival horror: the abandoned house is cast as unnatural and threatening, with the player invited to explore it suspiciously, suspecting some external danger behind the apparent disappearance of the family. That danger, of course, turns out to be internal, not external. The player becomes the intruder in what should be a familiar environment by virtue of returning after long absence, seeing the intimate lives of her family with fresh eyes. The player’s initial fear that they might need to act quickly to defend themselves from some lurking supernatural horror becomes transmuted, by the end of the story, into the inevitable realization that their character has already lost her chance to act,

      Originally, I was not a fan of the subversion of my expectations, but in the past week since I have played it and discussed the game in class, the horror elements have grown on me. Over time, I have started to realize the purpose of subverting my expectations. The realization that Katie is too late to help her sister is cleverly implemented. Seeing satanic imagery leads the player to believe in supernatural elements, but it is just a red herring. The fear the player has allows them to relate to Sam and her experience of coming out. The lightning and creaking noises make the player anxious but not so anxious that they can’t keep playing and have to take a break. As this feeling grows, it transforms into internal fears and intensifies the feeling for the player.

  2. Jan 2026
    1. Like Odysseus in the Cyclops’s cave, the player escapes by outsmarting a ferocious monster using only the materials at hand.

      As a player, you feel the strong sense of power described in agency previously through solving puzzles and thinking outside of the box. You start to feel that you have outsmarted the game or the circumstances. This accomplished feeling leads to greater engagement with the narrative and gameplay elements.