Nautica773 wrote...
newcomplex wrote...
His logic was essentially that almost all other games serve as only a happy button, a feedback loop with a loosely turned learning curve thats sole purpose was to make you feel better, and had little literary merit compared to the works of actual...writers, and little pornagraphic value, compared to actual...pornagraphy.
I don't think he really had much logic. Even games focused strictly on gameplay are for entertainment value. Unreal Tournament may place a great focus on balanced death matches, but at the end of the day, you've learned nothing even if you're the top ranking player in the world. You just had the most fun.
Likewise, literature and all other art is just a different form of entertainment. They may carry other messages, explore interesting themes and focus on complex character development, but if it isn't entertaining in some form it's still bad art.
Ultimately, this is a bad Yahtzee impersonation with little humour and an illogical and hypocritical message.
2/10
I elaborated a bit more. He isn't saying ut2k4 is good literature. He is saying that ut2k4 doesn't even attempt to be judged by literary standards, having no plot what so ever, while a game like uncharted 2 does. Well, uncharted 2 is a ****ty C class movie, while ut2k4 has mechanics and skill depth as complex as chess or any other classical, physical "game".
Note I don't entirely agree with him. But Uncharted 2 is a **** game.
Here are some examples of why I disagree with him.
When I played ME1, after first recruiting Garrus, Tali, and Wrex, I knew them as Turian, Quarian, and Krogan. By the end of the game, I knew Garrus as a headstrong, idealistic cop who is plagued by doubt and confliction. I didn't know Tali because Bioware gave her a single dialgue (what can i say lol). I knew wrex as a visionary, someone who has managed to combine secular viewpoints with the admantant customs and tendencies of his people, and possessed a desire to see them move forward. When I met thane, I knew him as an Assassin and a Drell. When the game closed, I knew him as father, and a honorable individual. This parralells the Normandy crews on experience on racial bias.
This is something I would associate with the most well written science fictions ever. Despite the fact that any literary analyst could clearly read the script, see the bones beneath the skin, and dismiss it as pop drivel, the game illicits a response that many books have failed to create.
So Mass Effect is a terrible science fiction book, but its an amazing science fiction game, and it does so by manipulating the advantages of being a game. Which is a positive step forward for game design in general.
Similarily, Fallout 3 has a terrible plot, and this isn't just speaking in the shoes of an elitist critic, this is coming from the playerbase itself. Yet the game manages to capture the desperation of surviving in a post nuclear holocaust through mechanics as simple, and as easy as limiting ammo. The sense of exploration the world confers, the sense of dread, this is something usually reserved for the best books. Yet fallout 3 captures it, despite the fact that its actual writing is cringe inducing. This is done by shaping the players interaction with the game to relect a theme or ideal, something far more potent in a game then merely giving them shoddy dialogue with a NPC, someone whos only purpose in the plot is to give player said dialogue.
Similar ideals are in games like Mirrors Edge. Similarily terrible plot, but the sheer sense of freedom that Faith coveys with her leaps of faith, the juxtoposition between the static of society with the freedom of Faiths movements, the sense of desperation inferred as cops close in on you, its somethihng that the developers accomplish, without the help of any written script, or programmed script Through sheer interaction with the world. For Faith, running is her way of escaping society, but no matter how agile she becomes, she can never escape the entrapments of society.
I think game developers should emulate this more, in different ways. The players interaction with the game world, whether through open ended dialogue, freedom of exploration, or freedom of movement, or even purposefully restricting them as the equivilent of a plot device (not a design constraint), is the niche video games have to excel as literature. Something completely different from movies, or books, or theatre, and something thoughtful in its own right.
Games become "decadent" when the feedback loop is closed, not open ended. The game demands nothing of you, and gives nothing back. By demanding, I don't mean "hard", so much as interaction. The player needs to interact with the game in an intrinsically meaningfull way, and the game needs to reciprocate this action back unto the player. "roller coaster rides" (which I imagine, is somewhat of a catchphrase among the dev community now lol), demand no meaningful interaction, and as a result, reciprocate nothing back.
Games don't need open ended plots to do this. (though open ended dialogue and plot is certainly a way, a way bioware seems fond of) Things as subtle as seeing faiths arms flail as you make a poor jump are equally potent. Seeing a flower flutter amongst the wind as a response to the tembles of your joystick, radically altering the scenery below. Its the little things that do it.
Ok, now Im just kind of ranting OT here.
Modifié par newcomplex, 17 février 2010 - 07:19 .