Whether or not you actually like the current movement of more narrative-focused games, such as the critically acclaimed Gone Home, it’s clear that it’s not going anywhere. Look at Quantic Dream, a team Sony has put a ton of weight (and money) behind, delivering experiences with high budgets and minimal gameplay. There is a place for these experiences in the industry, and they deserve our attention, yet certain games only highlight the fault of their stories when it becomes so much of the focus.
November 2013
Most games include some inherent element of randomness, typically either the draw of a card or tile, the roll of a die or both. There are some exceptions, notably abstracts or cat-and-mouse deduction games, but even pillars of strategic gaming like Agricola have variables that change from game to game to mix things up. In Canterbury, designer Andrew Parks has offered up an experience with no randomness (other than determining start player) that still manages to play out differently each time. READ MORE