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Mr. Toups tweedle dumb

Joined: 03 Dec 2006 Location: moran
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Posted: Sat Mar 01, 2008 6:56 pm Post subject: Gravitation |
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Jason Rohrer (of Passage fame) has released a new game, Gravitation. Where Passage was a meditation on death and life's journey, Gravitation contemplates, in his words, "mania, melancholia, and the creative process".
It's arguable whether or not such a game can contain spoilers -- but since the game's creator has expressed desire that his game be played without any explanation, I recommend you go and do so before reading any further.
The subject matter of this game is more personal than Passage, and it expresses a more subtle emotion. As result, the mechanics are more involved and engaging (this game takes the form of a sidescrolling vertical platformer with variable jump heights), but the payoff is more ambiguous and not as immediately satisfying. In the creator's statement, Rohrer says that he wrote the game about the conflicting feelings brought about by working on a followup to the success of Passage while coping with the question of whether or not a close friend who fell into a coma due to neurological damage should have his life support pulled.
I don't want to say much else about this game aside from the fact that I really enjoyed playing it, and that it lends itself to replaying and interpretation much more than Passage did. _________________
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Ratoslov

Joined: 05 Dec 2006
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Posted: Sat Mar 01, 2008 7:18 pm |
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| I like this a lot more than Passage. I feel like it's a more mature game. Still a art demo. Seems a bit more personal, this time. Very bold. |
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Eudaimon

Joined: 08 Sep 2007 Location: Space City
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Posted: Sat Mar 01, 2008 7:33 pm |
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Hate to keep banging the same drum, but it's kind of crazy coincidence how much Jason Rohrer's work mirrors Rod Humble's. Both of their first games involved love, and now their second games both have some examination of the creative process.
I also found this one more enjoyable than Passage. The flow of the game is a bit weird and unintuitive, but that kind of seems like part of the point. |
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Levi

Joined: 05 Dec 2006
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Posted: Sat Mar 01, 2008 8:07 pm |
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| This is not the content I would expect from a game named Gravitation.[/i] |
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Sat Mar 01, 2008 8:39 pm |
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hm.
Much better than Passage, yes. _________________
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bleak

Joined: 31 Jul 2007 Location: the 4th level of gondor
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Posted: Sat Mar 01, 2008 9:10 pm |
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| I liked Passage more, though as stated before, it doesn't lend itself to replaying as much as Gravitation. I tihnk that Gravitation may be too subtle for me to fully grasp on a saturday morning, but it didn't hit me as hard as Passage did. The second time I played through I collected way too many stars andended up not being able to push them into the fire at all. That bit at 100 seconds where you go back and find that your inspiration is gone was pretty effective, though, it probably would have made more sense if you were only allowed to push blocks after that. |
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tacotaskforce

Joined: 04 Dec 2006 Location: Logical, Practical
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Posted: Sat Mar 01, 2008 10:18 pm |
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I say, these "art" game makers have it easy. All they have to do is stop halfway through and then claim the game has a message to fill in the gaps their lazyness left in the game. _________________
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sethsez
Joined: 05 Dec 2006
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Posted: Sat Mar 01, 2008 10:22 pm |
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| It's still a piece of art-wankery that tries to pass off its flaws as points, but it's a little better than Passage. Still not great, though... if it were a book it'd be a couple platitudes written with bad grammar, but at least he's trying. |
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Dark Age Iron Savior

Joined: 06 Dec 2006 Location: At the intersection of fantasy, reality and madness
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Posted: Sat Mar 01, 2008 11:30 pm |
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I disagree with every post above mine without having read the posts or played the game. _________________
| sawtooth wrote: |
| All I do is make a game about shooting viscous negroes |
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Dark Age Iron Savior

Joined: 06 Dec 2006 Location: At the intersection of fantasy, reality and madness
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Posted: Sat Mar 01, 2008 11:48 pm |
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holy shit!
I don't know what you blowjobs are doing but I just spent the past seven minutes doing fucking jumpkicks on that asshole bouncing ball from Commander Keen while on fucking fire! holy shit! I even did it backwards!
things got weird when I got a star to refill my badly-placed fireplace, though - the star turned into an icecube block puzzle and it turned out that the goalpost girl was actually a ghost because she just totally disappeared! fuckin spooky
A++ must download _________________
| sawtooth wrote: |
| All I do is make a game about shooting viscous negroes |
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bleak

Joined: 31 Jul 2007 Location: the 4th level of gondor
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Posted: Sun Mar 02, 2008 12:14 am |
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| dais wrote: |
| while on fucking fire! holy shit! I even did it backwards! |
in light of that I think this game needs more slams and jams. |
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Mr. Brooks

Joined: 08 Apr 2007 Location: yeah well
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Posted: Sun Mar 02, 2008 12:42 am |
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I rather wish I was keen enough to understand what was going on in this (and, as I recall, Passage) without having to resort to the author's guides; my experience mirrors DAIS's.
Last edited by Mr. Brooks on Sun Mar 02, 2008 1:13 am; edited 1 time in total |
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Sun Mar 02, 2008 12:53 am |
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This guy should learn to make a game without a timer.
Although I suppose then you'd lose the whole sense of mortality. _________________
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bleak

Joined: 31 Jul 2007 Location: the 4th level of gondor
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Posted: Sun Mar 02, 2008 1:12 am |
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| I didn't feel like I was dying in this game, though. |
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Sun Mar 02, 2008 2:24 am |
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Not existential-dread kind of mortality, the only-a-limited-time, every-choice-matters kind of mortality. _________________
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Koji

Joined: 04 Dec 2006
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Posted: Sun Mar 02, 2008 2:32 am |
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The girl doesn't leave if you don't.
It was okay. I think it's way too hermetic to really transmit much meaning, or maybe I just don't feel like analyzing every aspect of it. Also it doesn't contain many visceral emotions, save from the girl leaving, so it's pretty dull to play, much like Passage. What sucks is that this guy seems to think that he's doing a great job at everything in his games, so it'll be hard for him to improve. _________________ The Ants Parade. |
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bleak

Joined: 31 Jul 2007 Location: the 4th level of gondor
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Posted: Sun Mar 02, 2008 4:13 am |
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| CubaLibre wrote: |
| Not existential-dread kind of mortality, the only-a-limited-time, every-choice-matters kind of mortality. |
Well it didn't put any sort of pressure on me. What really put the pressure on me was the view dimming after you've climbed up so far, even if you collect tons of stars. With the time limit I had, I wasn't really pressed to go faster or anything, because the real limitation is the view/star placement/jump height. |
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Sushi K

Joined: 08 Dec 2007
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Posted: Sun Mar 02, 2008 5:01 am |
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I don't get it.
At no point was it explained that I had to push the blocks into the fire. So I had a score of zero.
What the heck is it about? You have high points in your life that allow you to reach better and better goals that then block you off from the ones you love that you must destroy to find your original muse that got you those places in the first place, who will leave you no matter what in the end unless you devote all you time to them?
? _________________
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Cycle just call him badass

Joined: 05 Dec 2006
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Posted: Sun Mar 02, 2008 5:13 am |
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| Dark Age Iron Savior wrote: |
holy shit!
I don't know what you blowjobs are doing but I just spent the past seven minutes doing fucking jumpkicks on that asshole bouncing ball from Commander Keen while on fucking fire! holy shit! I even did it backwards!
things got weird when I got a star to refill my badly-placed fireplace, though - the star turned into an icecube block puzzle and it turned out that the goalpost girl was actually a ghost because she just totally disappeared! fuckin spooky
A++ must download |
Man, if you like it, it must be good. I'll check it out and post my impressions later. _________________
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Sun Mar 02, 2008 6:30 am |
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| bleak wrote: |
| CubaLibre wrote: |
| Not existential-dread kind of mortality, the only-a-limited-time, every-choice-matters kind of mortality. |
Well it didn't put any sort of pressure on me. What really put the pressure on me was the view dimming after you've climbed up so far, even if you collect tons of stars. With the time limit I had, I wasn't really pressed to go faster or anything, because the real limitation is the view/star placement/jump height. |
In a certain sense, but getting to the top isn't really the goal. You did go back down and do the ice blocks, right?
Basically, you have to make a decision about how many stars you want to collect versus how many you can push into the fire before your time runs out. I'm sure some asshole will speedrun it and get every single star and a "perfect score," but then that just goes to show what kind of person they are or something.
I do think the core mechanic is interesting. I just wish he'd make a game out of it, rather than a statement. _________________
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kzkb1
Joined: 29 Apr 2007 Location: a city where you don't come to find love, you come to find the truth
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Posted: Sun Mar 02, 2008 6:48 am |
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I liked Passage more because it was less obtuse ie. I actually understood it without having to read the author's notes.
Also I'm aware that that was a pretty ignorant thing to say. However I think that in the case of a newly developing art form where we don't yet have the language to qualify things the one that achieves its goals in a more tangible fashion is more...useful? |
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Rya.Reisender banned

Joined: 01 Mar 2007 Location: Weekend Web
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Posted: Sun Mar 02, 2008 3:26 pm |
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Haven't read the author's notes yet, but I had the impression that it's about a working man and his daughter. If he plays with his daughter, he gains constantly happiness and could live up happy like that forever, however, if he has enough motivation he can also go to work, if he goes to work he gets "sudden happiness boosts" (salary), but that happiness doesn't last long because all the money isn't worth anything if you are not with your daughter (or anyone else you love), so eventually you will get really depressed and can only think of going back to your daughter. When you go back, you'll see that the place has turned cold without you. You can remove the ice again and play with your daughter again, but if you decide to leave your daughter alone again she'll stop being there even when you come back. Eventually you lost everything and don't even see a point in going to work anymore and just wait until your life ends. _________________ Select Button
Push Eject. |
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Tokyo Rude

Joined: 28 Mar 2007 Location: Redundant
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Posted: Sun Mar 02, 2008 5:12 pm |
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| his daughter looks like she's a 20 year old dude that loves Iron Maiden and lives with his mom. |
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bleak

Joined: 31 Jul 2007 Location: the 4th level of gondor
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Posted: Sun Mar 02, 2008 9:16 pm |
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| CubaLibre wrote: |
| bleak wrote: |
| CubaLibre wrote: |
| Not existential-dread kind of mortality, the only-a-limited-time, every-choice-matters kind of mortality. |
Well it didn't put any sort of pressure on me. What really put the pressure on me was the view dimming after you've climbed up so far, even if you collect tons of stars. With the time limit I had, I wasn't really pressed to go faster or anything, because the real limitation is the view/star placement/jump height. |
In a certain sense, but getting to the top isn't really the goal. You did go back down and do the ice blocks, right?
Basically, you have to make a decision about how many stars you want to collect versus how many you can push into the fire before your time runs out. I'm sure some asshole will speedrun it and get every single star and a "perfect score," but then that just goes to show what kind of person they are or something.
I do think the core mechanic is interesting. I just wish he'd make a game out of it, rather than a statement. |
well, of course I did everything that the game allowed me to do, within normal limits of course. The game basically mandates going back down to push the ice blocks into the fire as you can't ge anywhere without doing so. I'm not that asshole, though on my second playthrough I did try to collect a shit ton of stars, and what ended up happening there was I got blocked off by my own greed and I had to wait or quit.
It definitely goads you into going higher and higher though. I mean, there's a small path off to the right at the start that you can just jump through and nab the first row of stars without being really slow about it. it increases your max jump height gradually, and that's a subtle cue for you to go higher. the mere fact that it dims your vision once so many seconds pass indicates what you're supposed to do pretty strongly. |
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L canon dorf
Joined: 05 Dec 2006
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Posted: Mon Mar 03, 2008 12:29 pm |
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| Quick, someone tell me where this game fits on the Pongism chart. |
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!=

Joined: 04 Dec 2006 Location: the planet of leather moomins
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Posted: Mon Mar 03, 2008 1:14 pm |
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| I do not understand if I am supposed to feel rewarded by score vs exploration. |
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Mon Mar 03, 2008 6:12 pm |
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To be honest, I assumed the goal was simply getting to the top. On my first playthrough I didn't make it because I was still figuring out how the stars worked and everything. On my second playthrough I got all the way to the top - if you haven't, it just sort of ends - and then decided to go all the way back down, at which point I discovered the girl was gone and the ice blocks and the score and everything else. So it is possible (to get to the top without going back for the ice blocks, that is). _________________
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!=

Joined: 04 Dec 2006 Location: the planet of leather moomins
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Posted: Mon Mar 03, 2008 8:23 pm |
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| I also assumed I was supposed to go up. (Maybe it's conditionning via the mighty jill) When I reached the sealed top I just waited for death to come. |
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Rya.Reisender banned

Joined: 01 Mar 2007 Location: Weekend Web
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Posted: Mon Mar 03, 2008 9:01 pm |
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Consider yourself lucky, getting to the top means you've reached the maximum popularity a normal human can ever reach. _________________ Select Button
Push Eject. |
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Mikey

Joined: 11 Dec 2006 Location: selectbutton.net, duh
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Posted: Mon Mar 03, 2008 9:37 pm |
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| L wrote: |
| Quick, someone tell me where this game fits on the Pongism chart. |
Man fuck that noise
edit: well, a lot of it, anyway _________________
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Cossix submersible administrator

Joined: 21 Dec 2006 Location: San Jose
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Posted: Mon Mar 03, 2008 11:22 pm |
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| Mikey wrote: |
| L wrote: |
| Quick, someone tell me where this game fits on the Pongism chart. |
Man fuck that noise
edit: well, a lot of it, anyway |
I'm pretty sure it has to be a joke.
I'm at the very least hoping the whole thing has to be a joke. |
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Mikey

Joined: 11 Dec 2006 Location: selectbutton.net, duh
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Posted: Tue Mar 04, 2008 12:16 am |
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| Cossix wrote: |
| Mikey wrote: |
| L wrote: |
| Quick, someone tell me where this game fits on the Pongism chart. |
Man fuck that noise
edit: well, a lot of it, anyway |
I'm pretty sure it has to be a joke.
I'm at the very least hoping the whole thing has to be a joke. |
I mean, I'm totally there with the Ping/Pong thing, ya know, the two-way communication being essential to games. The rest kind of makes me wince. So I hope you're right. _________________
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P1d40n3

Joined: 28 Jan 2008 Location: A nice desert
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Posted: Mon Mar 17, 2008 8:57 pm |
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Am I the only one who preferred Passage?
Don't get me wrong, I liked this one, but it just didn't resonate with me as much as Passage. Maybe Passage is just more universal.
On the subject of 'goals' one of the thing I think makes this game (and Passage) so special is that everyone takes away a different goal. Some people just stick w/ the girl, and some want to go higher. Is this related to skill-players v. tourists? But then again, I'm seeing that shit everywhere now, so wtf do I know?
I feel the timer was unnecessary for this game. Passage needed it to give the sense of life passing on, but this one? Nope. Not needed. Let people get to the top, even if it takes forever. Let them ask, was it worth it? |
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Mon Mar 17, 2008 9:12 pm |
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Well I think the timer actually constricts the range of possible goals, and makes the game say something a little more substantive, rather than just being an open canvas for your own goals - a description that really applies more to "sandbox" "toy" games like SimCity.
Like Passage, the game is about choices and mortality: what do you do with your limited time? What does it say about what kind of person you are?
This is why I say the guy should make a game without a timer. The whole "limited time" thing necessarily carries all this baggage about mortality etc. I'd like to see what else he has to say. _________________
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Cycle just call him badass

Joined: 05 Dec 2006
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Posted: Tue Mar 18, 2008 8:28 am |
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I also enjoyed Passage more. Well, this is a better game, but I felt more with Passage. I didn't really feel much with this one... sure, I was like :( when the chick dissapeared (even though I was only gone for like TWO SECONDS, which probably didn't help me feel anything) but other than that, eh. _________________
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parkbench

Joined: 12 Dec 2006
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Posted: Wed Mar 19, 2008 3:39 am |
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| Quote: |
| I say, these "art" game makers have it easy. All they have to do is stop halfway through and then claim the game has a message to fill in the gaps their lazyness left in the game. |
There exists an image of the artist that is still inexplicably perpetuated to this day: this is a sniveling man, hunched over his apparatus (whatever it be; a canvas, a reel of film, a keyboard), fiercely working away more like a con-man than an artist, desperately trying to be something in the eyes of his public, yet in reality, he is only cuckolding them for his own personal gain!
According to this hilarious analysis, Jason Rohrer was trying to make a real game, but then he just got frustrated and thought he could make it by being "artsy!" Analyses like these just belie a certain impatience in their speakers; it is the fate of all experimenters everywhere always to be condemned and ridiculed as impostors. The same fate was endured by Eisenstein, Bunuel, Joyce, etc. etc. etc. decades ago.
Firstly--I don't think the game is that hard to intuit. You play with your daughter, she becomes happier. As the days pass by, the sun comes out, and you can see more. It gets cold at night, though--you need to go out and "work" by bringing back the ice-star things to your stove so that you can heat the house and survive. The fire-place has a star-shaped indent in it, and the ice blocks have freakin' arrows on them to show you where to push them. Jumping is made absurdly easy so as not to get in the way. The mechanisms are all obvious and laid bare.
The problem people seem to be having is with abstraction. But the whole reason games are missing the point today is because of the uncanny valley--not just in graphics, but in gameplay. In trying to be ultra-realistic, they only come off as clunky and awkward at worst and "close" at best--morrowind/oblivion, half-life 2 as case in point. The move for all arts should always be towards more abstraction, where one does not have to make any pretense of imitating or even being life ("life is more complex than art can ever be and this art knows it.") So what if they're stars? They could have been circles or squares or anything else. Since it revolves around an idea, its contents are malleable (which leads to the ambiguity people find trouble with in all such art).
The brilliance of a game like Gravitation is that it does not have a climactic or dramatic ending, and in this it perfectly gets its message across; you work and you work and you try to find time to play with your daughter, what happens in the end? She dies and you end the game most likely unable to get anymore stars. The end. Yet there is something bittersweet and beautiful about it all too. Imagine, something so simple and so unpretentious conveyed so succinctly and in fact, wordlessly (I haven't read the author's statement yet)! In fact, I will read the statement now. edit: having read the author's statement, I can only conclude that all people who assign bombast to this creator must not have done a shred of this reading; if anything it should dispel all doubts on his character and indeed tosses the bombast back in the other direction.
It only becomes pretentious when you want to be at odds with it. I think that's the key, really. Most art that is part of the so-called 'avant-garde' actually isn't that complex in its structure; most of the time it is incredibly simple in its intent and all it does is get there laconically. I was satisfied on my first playthrough, but who says you have to be?
Half of everything is to experience it more than once; the first time is letting it wash over you. _________________ metafilter vs. youtube comments |
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Wed Mar 19, 2008 3:47 am |
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Saying the move for all arts should always be toward abstraction is - pretty ridiculous.
Would the Iliad be better if it were about - fucking I dunno - paint smears? Not that the Iliad is realistic, though it could certainly be more abstract. Would that make it better? _________________
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parkbench

Joined: 12 Dec 2006
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Posted: Wed Mar 19, 2008 3:51 am |
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No, I don't think so. I didn't call for the "elimination of everything but abstraction." I'm saying too much art is caught up with being a mirror that it doesn't realise that it can be moreso by trying to be less so. Do you see what I'm saying? We are no strangers here to the idea of a particular work which distills/uses the tools of its form most adroitly, and my claim is that Gravitation does this. Moreso than Morrowind, or Call of Duty 4, or...(the only games I can think of are FPS games for a reason, this is the genre of games most obsessed--for obvious reasons--with realism).
I'm not relegating all past art that isn't abstraction to the fireplace, far from it. I'm trying to save the art that would be relegated to this same fireplace.
But you also use a bad example, since the Iliad is poetry and allegory, which is...yes, abstraction. But I think we're just muddling everything up by bringing the Iliad into it. The issue isn't Jason Roher's existence against Jackson Pollocks (which I guess you may have vaguely been alluding to...? forgive me if I'm wrong). I'm not concerned with negation. I don't fault Monet for not being Pollock or vice versa, regardless of any preference I might have (and as of right now I have no idea which I'd pick in a fight or on a desert island or whatever the hypothetical question). The only thing I could possibly stipulate is that one "does more" (according to the arbitrary criteria I've established) than the other and perhaps for this reason I like it more/less.
Either way it's just an aside and a personal idealised vision--I don't expect it to do so any more than I expect to see Stan Brakhage in theaters tomorrow. It was a roundabout way of saying "I am more supportive of and interested in art that does things this way," which is basically what 90% of the conversations on this forum are about anyway, whether they're conscious of it or not. _________________ metafilter vs. youtube comments |
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Wed Mar 19, 2008 4:01 am |
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Well I can't disagree with that, but you have to see that saying "all art should always be moving toward abstraction" is not what you just said.
I think there's room for all levels of abstraction - they have their uses in expressing different concepts that have differing levels of abstraction-solubility. Making Hotel Rwanda more of an "art film" wouldn't help it.
It's too bad you keep harping on Morrowind and COD4 because those games are great :( I would say that it is precisely where they decide to abstract and diverge from reality that makes them intersting. _________________
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parkbench

Joined: 12 Dec 2006
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Posted: Wed Mar 19, 2008 5:09 am |
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| Quote: |
| Well I can't disagree with that, but you have to see that saying "all art should always be moving toward abstraction" is not what you just said. |
True. Utopic visions get the best of me sometimes.
| Quote: |
| I think there's room for all levels of abstraction - they have their uses in expressing different concepts that have differing levels of abstraction-solubility. Making Hotel Rwanda more of an "art film" wouldn't help it. |
True, but you keep thinking of going back retroactively and making changes, but what about movies that are hybrids as they are? Citizen Kane ends like an art film, and this really does do the whole movie more justice than any other kind of ending it could have had. Part of Citizen Kane's brilliance was interweaving classical narrative with a decidedly atypical structure and outlook.
I'm not interested in deciding how things could be "better" by making them a certain way "after the fact," at least not usually, and even then not in this abstract (heh) sense we're talking about. I'm talking about how games can be made from this moment on. The conventional logic is the same as the "classical hollywood narrative." And that only gets you so far. I only skimmed the Pongism essay and disagreed with most if not all of it, but he gets certain parts right, like: "I’ll never forget the first time I played Warcraft III, and saw this. Everyone had raved about how perfect this game was, and I played it, and I thought, yeah, the developers sure got their shit together, and this game works really smoothly, but does it have a soul? Is there a point to what I’m doing? And the answer was: no. "
I won't go as far as to say I don't enjoy a game like Warcraft III or even Morrowind or CoD4. On the contrary, I do. I enjoy them in varying degrees, from a little to a lot. And the fact that there are so many factors to these games that it's rarely a binary "is it abstract or not" (as you point out by saying different "parts") is not lost on me. But it doesn't change the fact that I think on some fundamental level they are missing the point, or at least are just 'insulated' in their outlook. I think what he gets right in his angry little analysis is that textbook is textbook for a reason. Which leads me to below.
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| It's too bad you keep harping on Morrowind and COD4 because those games are great :( I would say that it is precisely where they decide to abstract and diverge from reality that makes them intersting. |
Perhaps. That's up for debate. But think about it: games like Morrowind go for the 'all-encompassing' approach. "If we just include damned near everything, it'll be immersive!" Whereas the Sims takes an abstract approach and it's much more immersive in that sense--everything in life is distilled down to "hunger, hygiene, energy, social..." etc.! Why else would this game be so popular, so accessible to so many? It takes its abstractions and runs with it rather than making any pretense about a "complex digestive tract system that simulates real eating and requires one to wait at least forty-five minutes before swimming, as well as eating again one hour after ordering chinese food!"
And think about the games which are modern videogames' progeny: they are complete abstractions! What are chess and football and laser tag but abstractions?
I think there is a camp of videogamers (god forbid I call them theorists) who take this logic to one extreme and say that because of this, only games like Tetris, Ikaruga, Rygar, etc. are good, or at least that these are the 'most videogamey videogames and therefore the most worth playing.' This is definitely a strain that is strong here in this community. And I sympathise with it for sure. But I am proposing an alternative to this view, that similarly values abstraction and mechanics, but is willing to--or not afraid to, maybe--use these towards more interesting ends. Namely, games like Gravitation/Passage. _________________ metafilter vs. youtube comments |
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Wed Mar 19, 2008 5:25 am |
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To be honest, a lot of it comes down to - for me - this "soul test," which is sort of irrelevant to the amount of abstraction. It's true that Morrowind, taken on its own, seems to suggest a kind of "kitchen sink" approach to design that is obviously unfruitful if taken to extremes. But its predecessor, Daggerfall, was even more kitchen sink, which means its designers were conscious of exactly what they were keeping in and what they were throwing out. Meanwhile, Oblivion is even more streamlined, and simultaneously, utterly soulless. Morrowind is a labor of love. Warcraft III is not. It is a labor of extreme competence, and while I can appreciate the Pentagon for its functionality I'm not about to say it's as artful as the Pantheon.
As evidence of this very thing, I would say that The Sims is in fact far less interesting than Morrowind - it purports to be value-neutral (a "toy" in Wright's own words) while smuggling in substantive values by the very choices it makes in what to abstract, and how to abstract it. Morrowind is at least more honest with the player.
This brings me back to my original point. I would never want to preclude the kinds of things that thoroughly abstract games can tell the player. I don't think, however, that a) those are the only things worth saying or b) all things worth saying can be said best at a high level of abstraction. COD4 presents an experience that Tetris could never replicate. COD4 presents an important experience, beyond "entertainment." I would not want to preclude it, either.
Insofar as the medium sort of blindly marches to the "realism" drum, you're right perhaps that COD4-esque games demand more scrutiny, to make sure developers aren't unthinkingly following a norm rather than making a decisive choice as to what level of abstraction best serves their purposes. (Here the discussion begins to echo my old e.megas HL2 thread.) But it doesn't follow that abstract games are a priori more interesting, or more worthwhile.
I realize also that your post was originally intended as a defense of abstract games to the "art games yawn" crowd. And I'm with you as far as that goes. You might want to consider, however, that it's not that art games are a target, but that Gravitation isn't much of an art game. _________________
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