TUMBLR
A scrapbook of stuff I'm reading / looking at / listening to / thinking about...
Posts tagged "video games"
Catching The Big Ridiculous Fish
“Ideas are like fish. If you want to catch little fish, you can stay in the shallow water. But if you want to catch the big fish, you’ve got to go deeper. Down deep, the fish are more powerful and more pure.They’re huge and abstract. And they’re very beautiful.”
—David Lynch
Over at Penny Arcade, they do a better job of than I did of responding to that LucasArts’ eulogy:
The cost of our games, including the 18 hour work days, the ruined relationships, and the isolation from friends and family, is incredibly high. Reporters joke with each other whenever we tour a studio and see the free coffee, the cafeteria, the movie theaters, and the showers; the nicer a corporate office looks, and the more features it offers employees, the less likely it is that you’ll ever leave the premises for things as mundane as a well-rounded personal life. That expensive coffee machine and climbing wall isn’t a free perk, it’s the payment for when you’re asked to skip that funeral or work through the weekend.
I’ve talked to too many people in this industry to wonder why so many of our games feel adolescent; many of the artists who make the games are given a job, they begin to live at the studio, the hours grow long, they cease to grow as human beings, and they’re stuck with the same influences, passions, and sense of humor they had as a teenager.
Emphasis mine. The very same could be said for advertising or any “creative” [shudder] agency.
Kentucky Route Zero - screenshot from a very interesting point-and-click adventure game suggested by Jez
Great little story about how video game artist Adam Capone’s @PeterMolydeux account of ridiculous game ideas inspired “What Would MolyDeux?” game jams and actually inspired the legendary game designer Peter Molyneux to quit his job at Microsoft and start his own game company.
Tom Bissell, Extra Lives: Why Video Games Matter
Finished Bissell’s Magic Hours and headed straight into this. Good read. Came to it through Mark’s review. Some notes:
The trouble with videogames is that they’re really fucking fun.
You love them because they’re fun, but you hate them because they take you away from what you feel like you should be doing:
The most consistently pleasurable pursuit in my life is playing video games. Unfortunately, the least useful and financially solvent pursuit in my life is also playing video games…
Building worlds is what (the) videogames (that I like) do best.
Talking about Red Dead Redemption in an interview, Bissell, the fiction writer, said:
There’s a sense of fiction in every video game… It creates a world for itself that you want to obey… Games tell stories best when they’re elliptical and ambiguous and there’s a sense of roaming and freedom…
Those worlds make maps in your mind:
I often wonder where these mental maps reside in my mind. The same place where I have stored my extensive understanding of Lower Manhattan or my sketchier grasp of central Paris?
And re-playing the best videos is like re-visiting a city you love: you go back, if not to re-live an experience, to have a new one.
As the game designer Jesse Schell writes in The Art of Game Design, “The game is not the experience. The game enables the experience, but it is not the experience.”
Storytelling is not the be-all, end-all device for making meaning.
“Interactivity sabotages storytelling.” That’s a quote from Bissell’s review of L.A. Noire.. He explains in the book:
the video-game form is incompatible with traditional concepts of narrative. Stories are about time passing and narrative progression. Games are about challenge, which frustrates the passing of time and impedes narrative progression.
There are two kinds of storytelling usually deployed in videogames:
One is the framed narrative of the game itself, set in the fictional “present” and traditionally doled out in what are called cut scenes or cinematic, which in most cases take control away from the gamer, who is forced to watch the scene unfold. The other, which some game designers and theoreticians refer to as the “ludonarrative,” is unscripted and gamer-determined—the “fun” portions of the “played” game—and usually amounts to some frenetic reconnection of getting from point A to point B.
In many narrative-based games, any meaning that derives from the game is often a battle between the game’s author(s) and the game’s player: “Authors had their say in static moments such as cut scenes, and gamers had their say during play.”
But there is a new model emerging in which a game’s meaning comes not out of the story, but more out of the actual gameplay — this type of game is benefitted by an “austere approach to narrative,” one that the company Valve (maker of Portal and Left 4 Dead 2) is very good at. In those games, very little is explained by the authors. (“The impulse to explain is the Achilles’ heel of all genre work.”)
For designers who want to change and startle gamers, they as authors must relinquish the impulse not only to declare meaning but also to suggest meaning. They have to think of themselves as shopkeepers of many possible meanings…
What if Wes Anderson made point-and-click adventure games?
While replaying Day of the Tentacle yesterday, I had a thought: I like Wes Anderson a lot more if I think of his movies as point-and-click adventure games…
Above: The SCUMM Aquatic by Mads Herman
Tim Schafer’s writing routine
The latest Double Fine Adventure update1 was pretty fantastic, documenting the beginning of the process of creating an adventure game.
Schafer gets up in the morning and freewrites longhand in a spiral lined notebook as a way of getting over the blank page and getting out all the crummy ideas. It’s pretty great seeing all of his old notebooks—if you click the third picture, you can see a list of names Schafer was brainstorming for Grim Fandango.
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For Kickstarter backers only, though they have a “slacker backer” option that will let you watch these videos. ↩
Tim Schafer and Double Fine are Kickstartering a point and click adventure game.
I repeat: Tim Schafer and Double Fine are Kickstartering a point and click adventure game.
Filed under: Tim Schafer





