With the success of Grand Theft Auto III and its many skins, or more recently the Elder Scrolls IV: Oblivion, you’d almost get the impression that more open-ended gameplay is a requirement to be worthy of critical acclaim. In a completely original setting, this is easily accomplished. But what about movie or book adaptations? Is a move towards player freedom a necessity in these games that are heavily dependent on narrative that has likely already been experienced by the player? How can a movie adaptation be made so that it isn’t simply a passive experience hampered by the constraints of a story, and actually empowers the player? In this month’s article at the Cultural Gutter, I delve into this matter with a certain game in mind.
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Tales of a Scorched Earth is a personal weblog devoted to the critique of video games and game culture, but easily integrates other forms of consumable media. Here you will find independent analysis and opinions on video games, comfortably distanced from the industry at large. Updated at least once a month, but more if I'm feeling particularly inspired.
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