The Pacing of Mad Max (2015)

Mad Max Game Credits

2015’s Mad Max had a lot going for it: A great sense of progression, powerful worldbuilding, and excellent car combat. However, there’s one aspect that fell flat on it’s face. Mad Max has a love/hate relationship with its narrative pacing. While it works hand in hand at first, the second half of the story is at odds with the core mechanics of exploration and vehicle upgrades.

Narrative pacing is tough to get right in an interactive medium. Developers can never be sure how or when players will start a quest. That’s why, for example, Fallout 3 is designed to be completed by any player at any level with any build at any time. Developers are left with two choices, artificially gate content or make every major encounter easy enough for every player. Mad Max went with the former option. Continue reading

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We Are Not Things: Commodities of the Citadel

           Fury Road We are Not Things

Mad Max: Fury Road had a lot of memorable catchphrases, but one of them transcended becoming a meme and instead appealed directly to one of the film’s overarching themes. Written inside Five Wives’ vault was “WE ARE NOT THINGS”.  The audience immediately relates this phrase to the wives’ role as breeders. However, by looking at the whole of Immortan Joe’s society, as well as some small details from the Fury Road comics, it can be seen that this phrase applies to every resident of The Citadel. Continue reading