CulturalGeekGirl wrote...
Goddamit, I do not have time to write an essay about all the different ways that narrative design departments can be structured in the game industry. Guys, stop making me want to write long essays about things.
In short: the job of "guy who makes sure it all fits together" does exist, in various varieties, throughout the industry. What kind of a job it should be, who should do it, and how they should do it are all either hotly debated or completely ignored.
Ah--but you MUST write such an essay, CGG. You must.
Okay, you don't have to. But I'm thinking that you, CGG, could do such an essay the justice it deserves.
And yes, I'm nudging.
What we're coming to, and around, and tunneling under, and at times vaulting over, it seems to me, is this new heuristic for game study. Everyone in this thread, individually in their posts, and collectively, too, have been rejecting the false choice of ludology vs. narratology, arguing instead that the model--that heuristic--for game study rests more accurately in an integrated paradigm which describes narrative while also accounting for mechanic. This storytelling medium--and here comes rolling in my staggering vicegrip on the obvious--is
simply different. The old narrative rules don't apply.
Mass Effect has given me (many of us?) the most (or one of the most) compelling texts--and I mean texts in the critical literacy sense--on which to examine/construct our tautologies of the ludology/narrotology fusion.
Then the trilogy's ending sent us critically spinning. And in our attempts to pull back on the throttle, to bring the ship back square with the horizon, and escape the crushing G's--we've created something critically
important here.
Maybe? You think? Or ...I dunno...
One last note: I become saddened at the occasional trolls and flamers in this, our thread. Not angry. Just...deeply saddened. I want to say to them, in that dad-ish, teacherly way that I think is oh so empathetic,
"You...really don't understand the power of this medium, do you? What it...and art...do for us? About how it holds back the abyss?"
And if they don't understand, they'll not see how the
ME3 ending WAS the abyss. IS the abyss. And that it just can't be. Not this game. Not this story. Not this. And oooooh, yes. This game, and art, really ARE that powerful. I am nearly always saddend by the art-less.
Sigh. Ramblings of a old gamer.. "Night, all.
Cheers--
Modifié par RollaWarden, 03 mai 2012 - 03:14 .