Technoculture, Art and Games (TAG) is an interdisciplinary centre for research/ creation in game studies and design, digital culture and interactive art

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Live and Let Die

Posted by Bart

I am thoroughly enjoying a renewed discusssion of permadeath and its relation to meaningful game design.  I started at Clint Hocking’s blog and have been following along.  I really like the story about playing Far Cry 2 with player imposed permadeath.  I might wade in at some point and talk about the significance of  dealing with permadeath by design verses dealing with it as a player invoked form of play in response to design…  which is more meaningful?  And what does meaningful mean anyway?

Its all a good read and reminds me of the old MUDDEV-l discussions of permadeath.  The mud-dev archive btw is essential browsing for any game studies or game design project.