
Some discussion starters:
- What games successfully play with the idea of the fourth wall? Do they employ subtle "winks" or explicit self awareness?
- Are games that "extend the magic circle" to encompass the player the ideal way to play? How does the rise of motion control effect this?
- How does the role of authorship impact the idea of the fourth wall? Is it necessary for a designer to extend the magic circle, or is it up to players to dictate their level of involvement in the game's fiction?
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Show notes:
- Run time: 35 min 47 sec
- "A Circular Wall? Reformulating the Fourth Wall for Video Games," by Steven Conway, via Gamasutra
- Music provided by Brad Sucks