The Art and research of Dr. Merlyn Seller, Lecturer In Design and Screen Cultures, University of Edinburgh

|Game Studies Blog|

Applying theory to play - The Game Studies Musings of Merlin Seller MA Mst (PhD) Lecturer University of Edinburgh

Posts tagged video game studies
Dear Player: DOOM Actually

DOOM means ‘hope’ means ‘doom’. Id’s 2016 DOOM is a game of flouting expectations: it succeeds where critics anticipated a flop; it reinterprets nostalgia without being either typically modern or old-school; it is a game with the trappings of horror but in which the demons are scared of YOU. To me, DOOM signifies ‘hope’ for a decrepit genre, and I think it paints the player as a villain in order to show us what we’ve been missing all these years.

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Dear Player: Objects to Life

The world is your human-computer-interface. I want to talk about toys, magic, fetishes and yet more toys. To collate some thoughts on the increasing diversity of gaming as an experience, this short piece focuses on new platforms. It’s about video game interfaces, the expanding range of ways we’re able to interact with, or indeed inhabit, virtual worlds.

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Dear Player: Gender and Love in 'Life is Strange' and 'Firewatch'

What does it look like to see gender done 'well'? Firewatch and Life Is Strange both subvert traditional femininities and masculinities, propose new forms of affective intimacy, and also question the position of the player and their relationship to the game in terms of flow and mastery.

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Dear Player: SOMA and the Body

Videogames can offer us a vast range of sensory experiences, but we tend to talk about them in terms of text: narrative and code, signifiers and rule sets. What does it mean to see or touch a virtual world? Focusing on SOMA, and drawing on Deleuze and Haraway, I want to explore how this game configures bodies and sensation.

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Dear Player: Mad Max and Theseus' Ship

This is the Dead Barrens of Mad Max – a world recycled, perturbed, lost and found. The player stands at the edge of a game world well aware of its limits. I turn and I jump back into the centrepiece of the game, a bricolage of scrap, pistons and oil all grinding against each other in an effort to become a car called the Magnum Opus.

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Dear Player: Everybody’s Gone to the Uncanny Valley

The lush golden haze of Yaughton is quiet, but far from peaceful. Fictional places are weird things, they make space where formerly there was none, but they can feel like they’ve always existed. The never-was is hard to erase.

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Dear Player: The Wind in The Witcher

Get your anoraks on (and alter their connotations) as I tell you a story about weather in games. From the earliest skybox to the first particle effects and on into the VR future, game design has increasingly recognised the importance of atmosphere. One of the key illusions of the Game is the filling of negative space with the appearance of air.

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