Imagination and Longing in Subnautica

Exploring mysterious game worlds like Subnautica provides something of a religious experience, stirring our longing for a better world.

By Drew Dixon

Providing Opportunities for Good: DayZ and the Problem of Evil

A reflection on designing games with opportunities for good and the difficulties of navigating life in a broken system.

By Drew Dixon

Should DiRT 4 Let You Run Over People?

The thrill of the rally is rooted in our mortality and yet death is absent in the sport’s greatest videogame.

By Drew Dixon

Attention to Detail in an Insane World: An Interview with Jo-Annie Gauthier of Sundered

Sundered rewards the player’s attention to detail.

By Drew Dixon

“Forgotten Upon Death”: An Interview with Ian Gregory on Class and Poverty in ‘Masquerada’

“. . . there‚Äôs this whole class of people who are literally forgotten upon death.”

By Drew Dixon

Considering Our Mortality: An Interview with Ian Dallas of ‘What Remains of Edith Finch’

Ian Dallas discusses ‘What Remains of Edith Finch’ and the opportunity games provide for us to consider our own mortality.

By Drew Dixon

Donuts, Gentrification, and Massive Holes: An Interview with Ben Esposito of ‘Donut County’

Ben Esposito’s ‘Donut County’ lets you be an hole in the ground that gets bigger and bigger. Its also about gentrification and economic displacement.

By Drew Dixon

Breaking Boundaries: An Interview with Hunter Kitagawa of ‘Sprint Vector’

Sprint Vector’s Hunter Kitagawa hopes to break boundaries and shatter stigmas.

By Drew Dixon

Play as Rest in ‘The Legend of Zelda: Breath of the Wild’

The playful mindset that permeates Breath of Wild feels less like work and more like rest.

By Drew Dixon

The GameChurch Podcast #78: Creation and Wonder In Videogames: A Roundtable Discussion

This week Drew and M. Joshua chat with writers Kate Kadowaki and Miguel Melendez about the concept of creation and wonder in videogames.

By Drew Dixon

Ritual, Drama, and Sport: An Interview with Darren Korb of Supergiant’s ‘Pyre’

We chatted with Darren Korb, the audio director of Supergiant’s ‘Pyre’ about the game’s unique aesthetic, sport-like gameplay, and sound.

By Drew Dixon

Longing for Transcendence in Virtual Worlds

The wonder of the natural world and our longing for transcendence in fixed systems like ‘Minecraft’ and ‘Proteus’.

By Drew Dixon