Prompted by mcc, I’ve compiled a list of whatever weak narrative impetus my games have. I used games as listed in my aggregate, and removed those that are comprised of only surface, i.e. toys, or that are non-interactive.
- Runaway blast. Eradicate opposition.
- Where. Reach end.
- The lake. Discover mystery.
- NSBD console system. Use system.
- Campodecolor. Compose visually.
- Viewpoints. Explore possibilities.
- Hope! Embrace demise.
- Heart. Endure consequences.
- Colormatch. React instantly.
- The tomb. Discover secrets.
- Sheets. Explore possibilities.
- Allegr. Learn (forced) metaphor.
- Cave trip. Avoid obstacles.
- Walker. Reach end.
- Climbrunner. Reach end.
- Within. Remember.
- Gently. Ejaculate.
- Tumblecopter. Attempt control.
- Anything. Do (nearly) nothing.
- Wirewalk. Attempt stability.
- Prosopamnesia. Find face.
- Deconstructivism. Destroy beauty.
- nkytt. Get stuck.
- Doppelganger. Communicate.
- Runnerby. Reach end.
- Intervalo lúcido del individuo inconsciente. Don’t analyze.
- While telling with the eyes. Figure out.
- Frogs drink faces. Destroy menace
- (Sin asunto.) Write confession.
- January. Hopelessly fantasize. (Collab with Greg WS; I’m describing only my side.)
- han’you tokimeki. Hook up.
I originally wrote a super egomaniacal rambling here, but I’ve opted to save you the eye-rolling.
Comments.
Aww, I wanted the rambling! :D
Honestly, it was only tangentially related to this exercise. I actually felt the need to do a much more thorough analysis (akin to a huge table increpare made a long time ago, don’t know if you saw it) in order to reach more interesting conclusions. Maybe for another day.