Cubicle culture and the potential of indie games to tell stories differently

VB - Anna Anthropy’s book Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Dropouts, Queers, Housewives and People Like You Are Taking Back an Art Form has my favorite definition of the word “game.” She succinctly defines a game as an “experience created by rules,” which is broad enough that it encompasses everything from something traditional like Mario to something more experimental like Dear Esther. In that same book, Anthropy writes that she “likes the idea of games as zines, as transmissions of ideas and culture from person to person,” and that the industry is incapable of creating a variety of perspectives due the market’s demand for formulaic games.

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