Unwinnable
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My latest for Unwinnable, musing about the concepts of cosiness, wholesomeness, and how these terms are becoming more rigid and narrow in gameplay and design thinking. There are many ways to envision cosy atmosphere and care in games, there are titles doing this. I also discuss how Tales of the Shire is an example of marketing goals taking precedence not just over the game's representation of cosiness, but as other games media professionals have noted, was the driver for crunch culture at Wētā Workshop's studio. If care doesn't happen at the development level and its philosophy for designing play, how can we expect the end product to genuinely reflect a caring and wholesome experience?