By generating such ideas, these digital landscapes enable the fragmented dissolution of information, and the control of information by external forces by proxy. By normalizing these ideas, such examples of media both expose but also inhibit these developments within digital spaces.
Both The Stanley Parable and Slay the Princess develop a relationship between the player and the narrator which challenges both their roles in the text and the authorial intention behind said roles. Both these texts resist closure and finality by allowing the pursuit of multiple narrative ends in accordance with the player's response to the narrator's instructions.
The medium of video games is one that has grown to allow players to explore diverse subjectivities through game worlds that often destabilize the centrality of the human.
On asynchronous mechanics, affective communities, and the way Death Stranding and Elden Ring let isolated players grapple with uncertain futures together.