What Should and Should Not Be a HUD: Diegetic and Mimetic Elements
Andy continues his break down of HUD elements in video games. What should, and should not, be considered a HUD?
Welcome to the Musings podcast, where Andy reflects on video games as art, literature, and a storytelling medium.
Andy continues his break down of HUD elements in video games. What should, and should not, be considered a HUD?
Andy explores HUDs in video games such as Dead Space and The Legend of Zelda.
Andy discusses play and asks “What makes play fun?” in his finale of “On Play”.
Andy dissects Blake Guthrie’s “Short Stories and Scrambled Chronologies in ‘Beyond: Two Souls”. How much does player perspective mean? Can we compare games to moments in film or poems?
Andy continues to break down the language of art and play.
Andy discusses shared language and participatory art.
Andy presents and explains the nature of “mediums” as an intermediary phase and dives into the concept of video games as art.
A series of mini podcasts begins with Andy navigates the concepts of play, ludonarratology, and video games as art.
Welcome to Musings, where Andy reflects on video games as art, literature, and a storytelling medium.