History is full of bloodthirsty battles and dreadful wars. But does that mean games should play with history more - or less? And what makes some settings more acceptable than others?
If and when designers provide opportunities for players to stop playing can have a massive impact on the addictiveness and longevity of a game. Should games be designed with stopping points in mind?
Jon is upset that Lara Croft's fast travel breaks the story canon, sparking a general discussion about how and why quick travel has become so widespread.