"Half-Life 2: Episode 2 is just as robotic and lifeless a game as any first person shooter that came out in 1998. It just looks better," says Blow, as he discusses his excitement and subsequent disappointment at how Valve used its character technology. In his session, Inverting the Design Perspective, Blow states plainly that he thinks we're far away from solving the issue of emotional storytelling in games, that the problem is extremely hard to solve, and that a lot of current attempts at solving the issue are way off base.

Blow thinks that to look at the problem, you have to look at games from every possible angle. Perhaps they're consumer products, in which case the design is driven by budget and market desire. Perhaps they're escapism, but what does that even mean? "It sounds like I'm babbling about nothing," says Blow.

Blow thinks God of War and its ilk are "distasteful," asking why we keep making the same sort of game over and over again. He think casual games like Peggle are even more distasteful, and that they pander to the player's desire for mastery.

There are many more ways to look at games, but Blow likes the idea of "games as communication," because decisions on how to relay information to the player can grow into ways to relay art and therefore emotion.