Twine Article Response – Kati

It’s interesting that gamers argued against the games
created on Twine, in an attempt to validate video games as being simply entertainment. One argument I thought was most popular among gamers in their
defense for their passion of playing video games is that there was an
educational element to their purpose. It wasn’t mere gaming, instead it was an
alternative outlet for creation, education and socialization. The idea that
these creators such as Quinn or Porpentine made games that in the eyes of the
gaming world, “needlessly politicized something that should be mere
entertainment”, should have had an opposing effect. Instead, the
gaming world decides to manifest an identity which needlessly closes off when it should be inclusive to all genders, ages and theories.

I chose Player 2 by
Neon and Depression Quest by Quinn. I
didn’t realize how personal Neon’s game would be opposed to Depression Quest’s relatability. Both
were moderately interactive and were surprisingly satisfying. I appreciated the
heavy narrative that associated the content and found value in it as a game. I
found a higher purposeful amusement in this than I did in other video games.
Not to discredit other thoughts on different genre games. But in a different
sort of way, the games on Twine felt oddly game-like to me.