Pushing Buttons: Games let us live to the limits of our mortality – and beyond

In this week’s newsletter: It’s an act of subversion to design a game that tries to get you to think about death, but titles that embrace it can be wonderfully freeing

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There’s a line in Gabrielle Zevin’s brilliant novel Tomorrow, and Tomorrow, and Tomorrow, a multilayered love story about game designers, that shows remarkable understanding of video games and what they do for us. “What, after all, is a video game’s subtextual preoccupation if not the erasure of mortality?”

It’s a connection that Zevin draws several times in her fabulous book, the contrast between the endlessly replayable, replaceable lives of video games and our own real, distressingly fragile mortal lives.

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In this week’s newsletter: It’s an act of subversion to design a game that tries to get you to think about death, but titles that embrace it can be wonderfully freeing
• Don’t get Pushing Buttons delivered to your inbox? Sign up here
There’s a line in Gabrielle Zevin’s brilliant novel Tomorrow, and Tomorrow, and Tomorrow, a multilayered love story about game designers, that shows remarkable understanding of video games and what they do for us. “What, after all, is a video game’s subtextual preoccupation if not the erasure of mortality?”
It’s a connection that Zevin draws several times in her fabulous book, the contrast between the endlessly replayable, replaceable lives of video games and our own real, distressingly fragile mortal lives. Continue reading…Technology | The Guardian

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