Videogames and Defeat

My latest article at The Escapist focuses on how videogames handle defeat, and how they often choose not to. I look at a how a few high-profile games have chosen to tried to make war an unequivocally positive gameplay experience. Then I consider the way wargames and sims, despite a reputation for bloodlessness and abstraction, can end up bringing us much closer to the experience.

Since it’s been on my mind so much lately, I use Silent Hunter III as an example of the way an unaffected, straightforward military sim can elicit a tremendously empathetic reaction. I’ll probably explore this idea a bit further here on the blog.

The article is called “The Agony of Defeat”. You can read it here.

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