Gianni Barchiesi
As contributor
As commenter
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Possessions and exorcisms
You are totally right-- P.T. is indeed a haunting presence that, in more than a way, has possessed those games (them more than the various striaghtforward homemade remakes of it--- and don't forget RE7, which, however, had a more complex history of c ... -
Reconciling material and immaterial games
Hi Braden! Important question right at the end of your piece-- one procedural in character, in search of some type of methodology, and so also... big. But I would argue that there is another question hidden in it, and that might possibly even come before ... -
Perception and inhabitance
First thing-- did not know DUSTNET, and it looks like a total mindf***, but in the good sense of the word, you know? Thank you for bringing it up and letting me know about it-- between its concept and its cross-platform feature there is plenty to unpack f ... -
Survival as seeing/not being seen
I agree with you- Kojima's rules for survival begins with, and are shaped by, the the seeing/not being seen relationship (and one obvious cinematic reference might very well be John Carpenter, especially Escape from New York. But I am sure there is ... -
Yes, Borges! Who also said that:
"It is a laborious madness and an impoverishing one, the madness of composing vast books- setting out in five hundred pages an idea that can be perfectly related orally in five minutes. The better way to go about it is to pretend that those books alr ... -
On degenerate strategies
Hi! Great read! I was very captivated by your reference to degenerate strategies from Salen and Zimmerman. I quickly looked into that text and I understand that degenerate strategy is a mode of playing a game that exploits the game architecture (especial ...