Shawn and I were just discussing the games that challenged what we thought games were.
Shawn said his were two (ancient) games that still hold very fond memories: Loom (LucasArts) and King’s Quest III (Sierra.) Both involve magic, dumb humor (his fav), and wonderful world-building mythology. Loom had the added bonus of involving the use of music (which was new to him at the time) in a clever and innovative way for casting reality-bending spells. The pacing began to grow more narrative-driven, and you could see the designers stretching past their graphic limitations to tell darker and more human stories.
Mine was the much more recent Gone Home. I’d always played games, but this was the game that made me want to make games. I didn’t realize games could tell such intimate stories on more abstract themes, like realizing you don’t know your family as well as you thought. I was like, “Oh! Games can be small and personal and human too.” They can tell emotional stories almost exclusively using the objects in someone’s home.
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