“A similar approach is required for the analysis of experiential games such as Dear Esther or Proteus. The challenges such games…
“A similar approach is required for the analysis of experiential games such as Dear Esther or Proteus. The challenges such games offer are so minimal that successful progression is almost automatic. However, the vacuity of their moment-to-moment play is overshadowed by a compensatory complexity in the interpretive play spaces that they construct. Indeed, the very absence of immediate challenge is an important constraint in the construction of these higher-level play spaces.”— Upton, Brian. The Aesthetic of Play. Cambridge, MA: The MIT Press, 2015.