press F to pay respects, anti-'movie game', diegetic design, ludonarrative dissonance, scoring systems, games as architecture, 'games as cinema' limits medium, games as commodity, atari 2600, object-oriented ontology, remakes as simulacra, skinner box, hypermediacy, virtual diaramas, rhizome, folk process, kinesthetic empathy, anti-cinema, alien phenomenology, analog accessories, game manuals as ergodic literature, paratextual architecture, lore as narrative, ludic space, magic circle (huizinga), spatial narrative, controller feel, psychogeography, screen as proscenium, ludeme, simulation sickness as gameplay, proprioception, game feel, sound chip, hyperreality, zero-player game, invisible walls, apophenia, alternative physics, key-door adjacency, game-object, smooth/striated, engine grain, Kishotenketsu, skybox as cyclorama, affordance, negative feedback loop, save rooms irl
i don't understand if this meme is against or in favor of these things
>>46862I think OP is doing a mockery of pretentious essayists who use big words instead of actually saying anything.
>>46802Wtf is "save rooms irl"
bazinga
>>47402Decoration style with emphasis on candles, wooden crates and old-timey typewriters. Usually soothing background music is listened while drinking red cocktails or taking a nap in such spaces.
>>47399I can see how "Kishotenketsu" is pretentious if you just mean to say a "story without a villain". The "engine grain" refers to how games made in the same engine tend to look similar, especially if devs don't fiddle much with the defaults, and I think it's an OK word. One must have a super-human sensing for when people are being pretentious if that word triggers something, though I can imagine such a person existing. But "invisible walls" is just self-explanatory. And "sound chip", wtf?
>>47420doesn't 'sound chip' refer to older consoles that had a dedicated sound card, like the sega genesis' yamaha ym2612?