The Rhetoric of Video Games

Application to my game

The emphasis on “procedurality” in the reading seems quite applicable to how Twine / interactive fiction contain and use constraints, even if they don’t look like traditional video games. Through playing my game, for instance, I’m hoping to direct users in worldbuilding on the meta level ⁠— not just in exploring a new world, but actually co-creating it. There are still constraints in the scenes and overall storyline that I provide, but also room within the gameplay to make choices that should feel meaningful. The game will also contain, through the procedures, the rhetoric I am personally advancing about what it means to make choices that will be overturned in time.

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