Archive for December, 2011
Play enough Skyrim and the game can start to convince you that it is not so much a collection of other people’s work but something of a personal toybox instead: a sort of fantasy madlibs creator. Every encounter, whether with monster or human or random item lying on the floor of a cave, wants to shape the story playing out in your game.
Bethesda’s latest — and maybe greatest — is the kind of game that seems tailor made for these Gamiary entries. It is a massive world that begs to have its dynamic narratives chronicled and shared (which is the point of this whole thing, after all) and is, luckily, also a stupid amount of fun.