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juv3nal
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maybe it's just the title, but it is reminiscent, thematically at least, of some of Duncan Fyfe's Life Starts Here stuff:
http://www.lifestartshere.net/
What a life
I know a game designer. He is quiet. Absorbed. A bemused observer. The one who notices patterns. The smart kid who sat in the back at school, bored out of his mind. He is a builder, but for as long as he can remember he's been caught between two conflicting impulses: save the world, or blow ...
♥
Gamer sounds off
I am so mad right now I could just spit. Last night I went to my local sandwich shop, Subatomic Subs, over on App Store Avenue (there’s a field between me and there, but I’m a runner, so it’s no big deal), and guess what I found? My favorite sandwich has been SUPERSIZED, and they expect me to ...
2 things about that video clip:
1) the game (I'm pretty sure although I didn't actually try it out) offers no consequences if the player carries through with the shooting. Either Tiffany is somehow considered "essential" (for a later story scene or whatever) and is therefore invulnerable or no one reacts to her death (other than maybe a nearby cop but the reaction would be no different than if you gunned down any faceless pedestrian). Sleeping Dogs (which, just for the record, I really enjoyed), flirts with this kind of thing, but the game hasn't directed enough resources towards following through on it.
2) despite (1), the "I'll see what I can do" is kind of weirdly poignant, because it is what Wei Shen says to anybody who asks him to do something (i.e. pretty much all sidequests).
Me, my avatar, and the space between
We often cite interactivity as the defining characteristic of narrative games. It’s what most clearly separates the medium from its storytelling brethren in Theater and Film. When the good folks at Naughty Dog want us to know what will make The Last of Us special, they say it will unfold like...
"the analysis itself can be long, but it can't really be that deep unless one is grasping at straws or making things up."
I don't really think that's true at all. There's lots of interesting writing about situating a work as the expression of a particular aesthetic (or other: moral, for instance) sensibility due to its historical context: as a reaction against prior convention or as a precursor to things to come, for instance. The work itself could be Transformers 2, it doesn't really matter all that much if the director or cinematographer didn't explicitly, consciously think in those terms because they're inevitably the product of what they've watched growing up etc.
I got your smart games right here.
There's no nice way to say this, but it needs to be said: video games, with very few exceptions, are dumb. And they’re not just dumb in the gleeful, winking way that a big Hollywood movie is dumb; they’re dumb in the puerile, excruciatingly serious way that a grown man in latex elf ears recit...
Not that I think this is necessarily the case here, but it's important not to conflate smart analysis with smart games. There's plenty of lofty analysis of low brow, common-denominator films.
I got your smart games right here.
There's no nice way to say this, but it needs to be said: video games, with very few exceptions, are dumb. And they’re not just dumb in the gleeful, winking way that a big Hollywood movie is dumb; they’re dumb in the puerile, excruciatingly serious way that a grown man in latex elf ears recit...
"At what point will a major developer chuck the whole photorealism schtick and build a big-budget ambitious narrative video game based on a completely different visual aesthetic? Not because it's cheaper; not so it will run on older systems; but purely because the designers believe they can do better than realism. This day is coming. History suggests it's inevitable. I say it can't come soon enough."
I think the mainstream thrust of game development will always struggle to diverge strongly from photorealism. Art is controversial in a way that visual fidelity to the real world isn't. If I can pump out more polys than my competition then I can market my game as looking more real than theirs. As much as some of us might imagine that 100% fidelity in "realistic" rendering is an inevitable eventuality, it's not here yet, so any game that can claim to do it better than the competition can claim an edge. If instead of making something "more real looking," my game goes with a stylized look, I invite aesthetic criticism, which by its nature is subjective. Does it look better than reality or not? The audience, the reviewers, et al. get to decide. When realism is the goal, the measuring stick is a known quantity: as a developer you can know before the game is sold how well you've done (visually) versus your competition, but when you've decided on an aesthetic approach other than realism, the only thing that's going to validate that is sales and good reviews. It's a gamble, and, as such, it's probably a difficult choice for the business people to make with any consistency.
It's going to take a string of hugely successful Okamis (or what have you) for that kind of approach to become commonplace. And I don't have to remind you that while critically lauded, Okami didn't do well enough to stop the closer of Clover...
Beyond the end of the line
All roads lead to realism. In the arts, it's easy to track the predictable trajectory: artists reject stylization believing they will draw us ever closer to Truth with ever closer facsimiles of reality. Heroic verse gives way to Iambic Pentameter, which surrenders to Neoclassical couplets, wh...
The problem of the return is that the challenges it poses aren't typically ones resolved by physical conflict (if resolved at all), so if (as is frequently the case) fighting is the only (or primary mode) of interacting with the world/playing the game, the return doesn't work as anything other than a cutscene.
The diminished journey
A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man. --Joseph Campbell The profound infl...
Oh Bard's Tale. Good(?) times: starting a new map when you hit a teleporter and then fitting the resulting pieces together like some demented jigsaw puzzle.
Why would you want to do that?
Without meaning to, I've found myself bumping into the question of difficulty in games recently. I can't explain why, but I've been thinking and writing about it a lot lately, and in the process I've become painfully aware of my own hypocrisy on the subject. On one hand, I want my non-gamer fr...
"May I propose something like invitation only commenting, as a kind of middle ground. If someone wants to add something to the conversation, they can apply to join or to have their opinions heard."
Isn't that essentially a whitelist? Which would be *more* exclusionary, not less, than banning offenders (i.e. a blacklist), no?
Questions for the community
About a week ago, Angela from Lesbian Gamers invited me to collaborate on an essay addressing the hostile climate that frequently arises within the gaming community. After tossing around some ideas, we agreed that we felt uneasy about proposing a one-size-fits-all "solution," nor were we inter...
I imagine part of the goal of a site like this is to improve the image of gamers among non gamers. If that's so then I think it's best served by presenting itself as an alternative to the vitriol that might be found elsewhere.
If the choices are:
a) filter & ban
b) allow people incapable of disagreeing civilly to comment and allowing those comments to stand
Then b wouldn't be in service of that goal. What other options are there?
Questions for the community
About a week ago, Angela from Lesbian Gamers invited me to collaborate on an essay addressing the hostile climate that frequently arises within the gaming community. After tossing around some ideas, we agreed that we felt uneasy about proposing a one-size-fits-all "solution," nor were we inter...
I don't know about the choice of Mario Kart as the ludic leg. I mean I get how its nice that you can draw the parallel that GTA and Mario Kart are both ostensibly at least partly about getting in cars and going fast, but it seems that if the comparison is going to break down on Wii Fit, you might as well have gone with something abstract like Tetris. I can't really articulate why, but the absence of any avatar & not having recognizable objects (like cars) feels a "purer" ludic experience IMO.
The gaming tripod
Longtime gamers know that console wars are usually followed by periods of relative calm when the games themselves take center stage. With three apparently viable consoles and two well-established handheld systems all in place, now would seem to be such a time. It's been seventeen months since th...
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