Decreases the depth and replay value of a game

It's an article that talks about the ludonarrative dissonance in games like BioShock and the Uncharted series and how these games address incongruancies.Adam Ruch has written the second part of his Metanarrative of Videogames article on

the FlickeringColours blog about Buy RS Gold. He questions the industry's focus on the win state in games, and asks why they can't strive to evoke a wider variety of emotions from players beyond thatSalman Rushdie weighs in on videogames and the future of

storytelling, comparing the freeform storytelling of Red Dead Redemption and other games with Jorge Luis Borges' short story, The Garden of Forking Paths.James Bishop at Hellmode picks apart the morality and karma systems of Fallout: New

Vegas, and asks why the simplified morality in games fails to reflect the ambiguity of real situations: Game designers have been telling us what is good and what is evil within the context of video games for years, often ignoring the

various complexities of situations and generalizing on a large scale. This can sometimes be conflated with the distinction between problems and choices, but virtually every known karma system functions in the same manner; a point on a

line that shifts from light to dark, good to bad, paragon to renegade.On Wired's Game|Life blog, Jason Schreier investigates Game Dev Story's addictive qualities as a simulation and its realistic portrayal of game development through his

interview with the game's creator Ron Gilbert.Dan C. of the Lost Garden blog has an in-depth article on a game he's worked on called Steambirds: Survival. He writes about the choices that were made during its development, specifically

the decision to remove handcrafted levels, which he argues decreases the depth and replay value of a game.