In the heart of Seattle, a gathering of teenagers sit around a wooden table. It’s covered with character sheets, Dungeons and Dragons (1974) player manuals, and hand-drawn graph paper maps. Pencils, pewter figurines, and dice of various shape are scattered about. The players’ attentions are transfix
You can’t spell ‘discomfort’ without ‘disco.’ Or at least, that’s quite literally the scenario spelled out in game maker Fedor Balashav’s brief experimental title DISCO / DISCOMFORT . In DISCO / DISCOMFORT, the player enters a neon-flushed disco club in the midst of seemingly nowhere, an environment
I never lived in the dorms at my old university. But I have had my fair share of semi-unpleasant roommates. The scariest part of social anxiety, at least in my personal battle with it, is that it can stem from being thrust into a room with complete strangers, or even just being in the midst of any o
“This could be anyone.” This is the premise for game designer Michael Levall’s upcoming game, Please Knock on My Door. It’s a choice-driven narrative, with three paths awaiting the player on exploring the realms of depression, social anxiety, and general phobia. The game begins almost as any workin