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"Messiah" games or -- the whole industry is broken

 
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Fri Jan 19, 2007 1:08 pm        Reply with quote

I will have to respond to this in greater length later, but here's a quick snippet before I leave for work:

I'd caution against comparing film and games too closely (though, yes, it was me who first introduced the comparison). Videogames have their own set of conventions and language that serve important mechanical functions that we shouldn't necessarily dismiss. All the sorts of abstraction that people often complain about -- icons for powerups, the whole idea of "button input", heads-up-displays, "videogamey" level designs -- these are at once both antiquated conventions and the very language of the medium. This "messiah" game is not one that necessarily needs to abandon these in an effort to more resemble a film. If anything I have lately come to believe that these conventions have just as much expressive power (if used properly) as the juxtaposition of visual images that make film up.

It's worth noting, as well, that film itself has a bunch of strange abstractions and conventions that you just have to accept to enjoy them.

Also, though I used the term "messianic" I wouldn't expect this game to "save" the industry -- I wouldn't expect the schlock to start appearing. I would expect this game to create an avenue for more games like it to come, however. Sort of in the same way that Citizen Kane "legitimized" film by showing that films can be "literary". Before then it was all weird art films, adaptations of musicals, and trains running through tunnels.

(yeah I know not really but you get my point here I think).
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Sun Jan 21, 2007 3:38 pm        Reply with quote

Oh God there's so much stuff to respond to: ;__;

I'll start with glitch for now.

Games are not an inherently narrative medium -- and I would never insist that should become one -- but all games inherently have narrative. All activities form a basic narrative of some sort, in fact. The narrative is sometimes abstract and rarely interesting, but it's there. And in games which are NOT abstract and feature realistic people doing realistic things, there's a hell of a lot potential there. The challenge, as you highlight, is that the traditional idea of a narrative being a static thing with a set beginning and set end and set series of twists and turns is, at best, an awkward fit for the medium.

I guess the point is: while games are not a narrative medium in the same way that film is, they still contain narrative and ideally that narrative can be tuned to complement and enhance gameplay and structure.

I'd elaborate but I suddenly feel like I'm going to barf. (For reasons entirely unrelated to this thread!!)
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Mon Jan 22, 2007 6:56 pm        Reply with quote

glitch that was an insightful post.

one quick response:

Quote:

2) get out from behind the fucking camera
god i hate first person perspective. dunno about you guys, but i don't think i ever identified with the cameraman in a movie, and i can't seem to do it in games either. also, it makes me dizzy.


I think a first person perspective can be used in specific circumstances to great effect, such as in Silent Hill 4. Nearly every other FPS I've played (aside from like Doom) could probably work in some sort of RE-style over the shoulder perspective.
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Mon Jan 22, 2007 7:42 pm        Reply with quote

Hear that Cycle, it's all your fault.
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Tue Jan 23, 2007 3:56 pm        Reply with quote

Talbain wrote:
So Koji, perhaps what you're waiting for is something like this?



the problem that this demonstration just sort of ignores is that for more abstract functions that we demand out of computers, interface can never disappear. for instance, in that photo viewer he was showing, what if I want to automatically organize them by how large they are? or by the date they were taken? suddenly you have to introduce abstraction into things again -- add in buttons or menu items, or maybe even add in some kind of gesture/meaning system, which opens up a whole separate can of worms.

there's no denying that the technology is neat but in terms of actual functionality that we want from computers, I'm afraid that interface will always be an issue. the same is true for games, as well, of course -- even if you were able to perfectly map 1:1 movement between the player and his avatar, what happens when you give the avatar a sword? or a gun? or give a task that involves more complexity than just using his hands?

in some ways, abstraction gives us an advantage -- which is not to say that more intuitive/physical input mechanisms such as the wii aren't good things, either.
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