Showing posts with label Zelda. Show all posts
Showing posts with label Zelda. Show all posts

Saturday, October 1, 2016

Crit Links 1/10

Baldur's Gate: Durlag's Tower - #1 - Design Club

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The Legend of Zelda: Oracle of Ages and Seasons' dungeon design | Boss Keys 

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Farewell 12 Dominion Cards

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Review: Japanese Arcades

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Sinister Seductress - Tropes vs Women in Video Games 

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Review: Japanese Pachinko Parlors - YouTube

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Pokémon GO - Designing for the Real World - Extra Credits 

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Why Abzu Might Be the Most Important Game for Kids in Years - Writing on Games

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Free-to-Play's MECHANICS are Great - Gwent, Blitzball, and the Mini-Game Revolution - Extra Credits

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Shovel Knight and Nailing Nostalgia | Game Maker's Toolkit

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Gwent IRL

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All the Slender Ladies: Body Diversity in Video Games

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Video game sequels are a different beast than sequels in other mediums. In video games, a sequel is typically expected to improve upon its predecessor because video games are intensely technical. Since a game is thought of at least partly as a feat of software engineering, sequels are approached as a honing, refining and improvement of the original as much as they are a thematic and aesthetic continuation of them. In other words, we should think of video game sequels as new and improved models as much as the next chapter of a story, if not more so. On the other hand, the nature of a sequel demands in any medium of genre demands narrative escalation.

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The Chinese Room logo - the creative process — The Chinese Room
The logo was designed by a local Brighton graphic design studio about 4 years ago. It works well as a logo, but as The Chinese Room has grown and changed, it wasn't sitting right as the visual to represent the studio. Red and black are very heavy colours and triangles are quite harsh and sharp. The overall logo is very masculine and corporate - exactly what The Chinese Room is not.
So I began my goals for rebrand -
•    Make the logo less masculine

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“No One Criticized Bioshock Infinite Before!” | this cage is worms
 something has changed. If the world were the same way it was three years ago, the people finding out about these long standing critiques would still be walking around thinking everyone sees Infinite as a holy grail of achievement. And that’s heartening, in some ways, because it means the discourse has shifted that little, small amount. The words got out, somehow.
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I’ve got the long view on “games criticism” at this point, like quite a few others, and I’d say that 80% of the people doing that kind of work on the internet who predate myself and my “cohort” have gone on to other things. Maybe even higher. But there’s a weird print in the culture in the shape of their words, and well, I guess that’s something.


Sunday, August 28, 2016

Crit Links 28/8


The Legend of Zelda: Majora's Mask's dungeon design | Boss Keys - 

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Inside Tokyo's Long Love Affair with 'Dance Dance Revolution'

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Review: No Man's Sky

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The Comeback of the Immersive Sim | Game Maker's Toolkit 

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Improving on Pokemon GO - Making Better Augmented Reality Games - Extra Credits - YouTube

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Zoe Quinn Talks Project Tingler and Moving On: VICE Gaming Meets - 

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Review: Deus Ex: Mankind Divided - YouTube

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Think of a game logo. Any logo. Chances are if you can picture one, it probably wasn't created in the last ten years.

Far be it for me to be that old man grumbling about how everything was better in the olden days... but one thing that was undeniably better in the olden days was this thing: game logos.

​And here's the proof.

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We began with the idea that the female body, when made visible, is sexualized, and then moved on to how videogames have avoided this by creating invisible women, rendered so by their first-person perspective and fast movement. But to stop there would be a hopeless end, as if women in games will only find power in their physical absence and the traces they leave. Bound presents an alternate, it being a game in which the body is the most important aspect—after all, the main character is a ballerina. If you watch the trailer, even if you look at it for a second, you’ll realize that the player’s avatar in Bound isn’t sexualized at all, and it is wholly present. Maybe it’s because the creators want Bound to be a game about femininity as seen from the inside

Friday, July 15, 2016

Crit Links 15/7


The Unbearable Now: An Interpretation of The Witness

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Nintendoomed 2: Pokemon GO's Jaunty View

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The Power of Incentives - How Games Help Us Examine Our World - Extra Credits

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The Legend of Zelda: Link's Awakening's dungeon design | Boss Keys

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Wind Waker: The BEST Zelda Sequel? - Really Freakin' Clever

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What Old Games Got Right: Donkey Kong Country!

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At times, Everybody’s Gone to the Rapture feels very grounded. Despite it being a story about a supernatural visitor that causes the population of a small English town to inexplicably vanish, the world and its inhabitants often feel authentic. However, due to the way that you interact with and learn about the world, this feeling of “being there” is inconsistent. Everybody’s Gone to the Rapture is a story about humanity, but the tools that you use to understand the story are unfortunately alienating.
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It’s fine to make a deliberately paced game, but Everybody’s Gone to the Rapture makes even the simple act of entering and exiting a house a tedious chore. It’s really hard to overstate how slow the movement is. One could argue this is meant to enforce a reflective, observant approach to the game. In some respects this is true, but it also inspires resentment.
Missing a key story piece and facing the prospect of a long journey backtracking (and potentially getting lost) is demoralizing. After a certain point, seeing a mysterious item in the environment no longer raises the question of “What is that?” but rather “Is that potential clue worth the time it will take to walk over there?”  The fact that sometimes a mystery is just a trick of the light (rather than the quasi-defined light being itself) means that the slow speed actually hastened my pace to finish the game.
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Because of your speed, you have plenty of time to reflect on the many contrivances needed for an interactive sci-fi story/religious parable. Why can’t I hop over waist-high fences? It sure is convenient that some of these doors are locked while others aren’t. How is this place littered with identical radios that all play a pre-recorded message on demand? Why can I only see the ghostly apparitions of some people and why aren’t these people more angry about their impending deaths?
Suddenly everything feels overly produced. You’re not person in a village. You’re a human-sized viewfinder navigating around a meticulously constructed set on which you mustn’t run.
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What starts off feeling like an intimately human environment becomes a stifling set piece. Instead of relishing your presence in environment, you resent it and ultimately detach yourself from it. 

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Everything else about the game actively works to hinder your consumption of the story; an insane design decision considering that the story is literally the main selling point for this type of game.
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The town of Shropshire is large, and it’s easy to get lost among the houses
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The open world design also works against the story. Memories are spread far and wide, so it’s easy to miss things. There’s no map of the town, so it’s easy to lose your sense of direction; Shropshire is no predictable grid town, it’s curved and wide and there’s no clear sense of a “forward” direction. The floating orb is meant to mitigate this, but there are dozens are memories off the proverbial beaten path that you’ll miss if you just follow the orb.

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A sense of powerlessness runs throughout Everybody’s Gone to the Rapture. Taking place after all of humanity has died out, and after anything can be done about it, the game places the player in an ambiguous role: she is an observer and a wanderer, but she is not a character in any story the game is telling, and rather than creating her own, she has a story told to her, one whose outcome she cannot affect or alter.  
/.../If, like most games, the default movement setting was a jogging pace, with the ability to either slow down or speed up, Rapture would become a very different experience. Suddenly, the world would feel more open, more navigable; somewhere the player could roam free rather than stalk carefully.  
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The player can shake door handles, rattle gates, knock over and over again but there is nothing to be done, nobody will respond, and there are many places the game simply doesn’t allow the player to go. The act of knocking on doors or rattling their handles is one of the few ways Rapture allows the player to interact with its world, yet remarkably this act is one that ends in failure every time.
/.../These physical boundaries that the game imposes all add to the sense of powerlessness felt; despite the world having ended, it is not yours, and you are not there to profit from disaster.
 /.../The inability to interact with these items doesn’t take away from any sense of realism in the game, it simply adds to the ways in which the player is rendered powerless.
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The representation of the characters in the game is closely tied to the narrative they are involved in. So often, progress in videogames comes down to what the body is capable of; as the game goes on, more and more extreme physical feats are necessary to progress. Yet in Rapture, the only progression comes in the form of narrative progression, something that happens by reaching the end of a character’s story, which, every time, involves witnessing the final moments of their life. In other words, progression in the game actually involves the body failing, as opposed to triumphing; narrative progression comes at the cost of human lives, of the body falling powerless. Death in Rapture happens over and over again, and every time the body fails, and every time the player is powerless to intervene.

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Six Games that Celebrate Grace

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At first glance, it looks like an ordinary adventure game: here are some puzzles, here are some pieces, get to work putting it all together. But the more you play it, the more you realize just how much the game questions adventure game form.
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Future Vision. When Max first receives this power, it’s easy to think the writers are using his Future Vision to provide a narrative justification for the game’s hint system. But after making your way through a few of the game’s puzzles, you learn that it’s actually both a vital tool for solving puzzles and the site where Sam & Max dismantles the very process of solving puzzles in the first place. Usually when we talk about puzzles in video games (adventure games especially), we discuss them as a linear chain of cause and effect: you see a problem, you piece together bits of information you’ve gathered, and one revelatory moment later, you’ve solved the puzzled and you can move onto the next. In fact, researchers at UC Santa Cruz have identified this process as “the eurekon design pattern”, describing it as vital to understanding adventure games. With Future Vision at play, though, this cause/effect understanding no longer applies as neatly as we want it to. Predictions can be defied, and characters can act on information they received from future predictions. Sometimes, the act of gathering information is all you need to complete a puzzle.

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Most RPGs have NPC traffic. Gothic had a society.

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Stop calling Eastern European videogames pessimistic

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How the history of Japan's post-war peace movements can help us understand Kojima's older games-- and maybe Death Stranding, too.
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This Kojima aesthetic -- fusing Anime tropes, real-world events, American action films, and Japanese anti-nuclear rhetoric -- creates a world where Kojima can tell an anti-war story while still indulging Hollywood war fantasies. Despite his obvious love for military hardware and action scenes, MGS retains its anti-war, anti-nuke message because it happens in an absurd fantasy world unmoored from realism. No one in their right mind would join the military because of a Metal Gear Solid game, because we know real militaries don’t have walking tanks and psychic soldiers. Kojima gets to play with the same toys as Call of Duty, yet avoids the worry that he’s glorifying military action by depicting it.

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Fatherhood isn't an accessory, or an upgradeable character trait, or a snap-on mark of maturity or earnestness, as so many of this year's other games would have it be. It's an overwhelming source of agony and purpose that - yes, I am saying - is a bit like owning a vast and feathered cat.

Thursday, June 16, 2016

Crit Links 16/6


Solaris (And How it Influenced Silent Hill 2) | Monsters of the Week

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Controllers Control Everything | Game Maker's Toolkit

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The Legend of Zelda: A Link to the Past's dungeon design | Boss Keys

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E3 2016 Thoughts and Analysis - Writing on Games (Bonus Episode)

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Game Commercials are Still Stupid - The Final Bosman

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Still Skeptical of V.R. - Five Challenges for Virtual Reality - Extra Credits

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Strategic Butt Coverings - Tropes vs Women in Video Games

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OXENFREE | Part 1: The Story

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The Kojima-P.T. Conspiracy (Silent Hills|Konami) - Monsters of the Week Special (feat. Fungo)

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Designing Morally Difficult Characters, Responsibly
Designing a morally questionable character doesn't have to railroad your players into moustache-twirling villainy: done right, it can present a truly meaningful study in compromise and complicity. Dan Nagler, designer and writer for Gigantic Mechanic, details a unified design strategy for creating this type of game protagonist: a character whose very moral ambiguity is leveraged for positive dramatic, emotional and educational effect. This theory is grounded in Gigantic Mechanic's design for the Edward M. Kennedy Institute's Senate Immersion Module, a digital and live-action hybrid game that puts students in the shoes of antebellum, slaveholding American politicians.

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Some people insist that reliance on psychotherapy or medication is a sign of moral weakness, while others deny that clinical depression exists at all. Playing Quinn’s game and allowing yourself to feel sad therefore becomes a form of social action; to play is also to take a stand, placing yourself on one side of a debate. The sadness intertwines with a kind of proactive anger to challenge the status quo and advocate for the disenfranchised. The role of art in unpacking incontrovertible sadness is more ambiguous.
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Ten years later I’m a little wiser and a lot less snarky, but I still don’t think Rabbit Hole is a good play. Its emotional punches land squarely on the nose, yet its point-of-view is absent. One ends up feeling manipulated by such a work: we are made to feel sad because, well, it’s sad to watch parents grieve for two hours. No one could argue with that. But what’s the point? There is no stand to take, and any anger evoked cannot be put to productive use. What can be gained by such an exercise? Then again, perhaps the idea that something should be gained is simply an indication of our discomfort with facing the undeniably tragic.
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The emotional core of That Dragon, Cancer is real—so real, in fact, and so personal, that I ended up feeling like an outsider looking in. I pitied the Greens for having to endure this awful series of events, but I did not come away feeling connected to their experience, or enlightened by it. This was not because the game tried but failed to connect with me, but because it didn’t. There is an insular quality to the vignettes; they are by and for the family Green (and, perhaps more broadly, others who have lived through similar trials). The “point” of the game is that this is how Ryan and Amy are dealing with their loss. I can praise or criticize it, but really my opinion is irrelevant. This game was not made for me, and reviewing it feels like a borderline intrusion into a family’s private mourning.
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for the Greens, the titular dragon turns out not to be an RPG’s final boss but rather one of the Arthurian variety: an evil to be battled by brave Christian crusaders, pure of heart and clean of soul, who know that even losing the fight means an unfettered ascension to god’s heavenly kingdom. As a secular existentialist Jew, it may go without saying that by ultimately settling on this metaphor, the game started to lose me.
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This is sadness. Our task, I think, when faced with this kind of sadness, is not to force it into an ill-fitting symbol, or turn it into a cause, or define its point. Our task is to sit there for a while and feel its invisible weight, its randomness and cruelty. But I understand why the Greens could not stay in that space for long. Who could? I applaud that they tried, and I am sorry for their loss.

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On its own, the tedium of The Ice-Bound Concordance would not be enough to carry the text to any sort of end beyond exploring the well-trod intersection between play and work. Instead, the game focuses on narrative layering in a way that attempts to discover the compulsive allure of difficult texts. The echoes of Danielewski’s House of Leaves (2000), Nabokov’s Pale Fire (1962), or Borges’ Labyrinths (1962) are fairly apparent, but present also are the interests of electronic literary experiments like Shelley Jackson’s Patchwork Girl (1995) or Michael Joyce’s Afternoon: a story (1994). Like these artists and their respective works, Reed and Garbe use The Ice-Bound Concordance to prompt its player to embrace the pleasures that come with deciphering, or maybe just interacting with, texts that actively resist comprehension.
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While KRIS wanted to write about “human dignity” and “going it alone,” I fought to keep the focus on the aforementioned spiral imagery and ever-growing threat of existential horror that haunted dark places below the facility. KRIS cared more about character flaws as they related to the personal sins of the writer whose mind the AI was meant to emulate, but I found its quest for self-discovery a dull moral tale about the need for humanism in the process of artistic creation. KRIS and I fought constantly, each of us vying for authorial control until we landed on an ending that disappointed the both of us. Ultimately, it was my struggle against KRIS that interested me most in The Ice-Bound Concordance. Even as that damn program insisted that “endings are the crux of this matter” and warned me not to “get distracted by the medium” because “it’s the material that’s important,” I found my time spent trying to use the book to redirect the program’s focus to fit my needs far more satisfying than coming to any sort of end. All of this is by design, of course, though the heavy-handedness of KRIS’s direction over-explains the themes of the game that were already revealed organically. Indeed, if The Ice-Bound Concordance has any noticeable flaws, they appear in the occasional pontifications about the toil of creation that are a bit too obvious, or with a few supposed tricks that are far too telegraphed in their method. But such observations may reveal more about my own hubris than it does an actual flaw in a game about the tension between authorial intent and editorial obsession.
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There’s something troublesome at the heart of The Ice-Bound Concordance that rests in the space between the physical copy of the book and the way a machine can see patterns and forms beyond the player’s perception. The complicated networks of mediation reveal that there are systems at play beyond the human faculties of language. From the actual mechanics of printing and editing to the complex codes that run software required to read the physical Ice-Bound Compendium, these unseen forces aiding in the processes of artistic creation trouble our concept of the single author. After all, we can never read Ice-Bound in its native form because it only truly exists in the raw data of the computer program and the obscure iconography of the compendium, each only readable when filtered through the computer. For us, that text will always be just beyond our scope of understanding—formless, changing, and warped as if it is partially obscured behind a translucent sheet of ice.

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Was it worth waiting an extra five years to play The Witness? No. What I played in 2011 was satisfying and intriguing enough.

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Undertale and The Witness have a lot in common, too. Both heavily reference a mid-90s game (Earthbound and Myst, respectively) but avoid cloying reverence, instead managing to say something new. Both games are extremely avant-garde, constantly requiring the player to think about genre convention and challenge it head-on. And like The Witness, Undertale is essentially one long ritual labyrinth. At the outset of the game, an assortment of characters and posted signs walk you through a series of trials where you're meant to tread a path that has already been clearly marked for you.

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In the end, Oxenfree is absolutely a game about teenage bullshit (forgive me for being a little disingenuous earlier). But it manages to revitalize that narrative by focusing on feeling more than substance; it glances at each character’s inner struggle rather than serving it up for a full meal. The supernatural side of the story carries some of the weight here as well, mirroring Alex’s own story of grief and isolation even as it performs the work of all good ghost stories: reinterpreting your immediate surroundings and enchanting the mundane. If you’re looking for a story that valorizes adolescent struggle by iterating all of its existential complaints, you’d be better off looking elsewhere. But if you miss the naïve wonder, the warmth of lifelong friends, and the thrill of still having rules to break, Oxenfree can take you back.

Saturday, November 28, 2015

Crit Links 28/11

I found myself creating a series of characteristics that I believe would be found in any Great Work of gaming.  In short, I found myself identifying something like a Platonic Form for gaming’s great works, a Form I will call “The Meaningful Game.”

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The Delta of Randomness - Can You Balance for RNG? - Extra Credits

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Inquisition manages to undermine a lot of its own dramatic pauses.


Let's talk about a minstrel.
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The combination of the two songs, neither of which has a counterpart for an alternate choice, very strongly suggests one "correct" narrative interpretation of events: the Inquisitor sided with the mages, supported the rebellion, and had to fight Samson.
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Leliana's presence during Dragon Age II is mostly a secret. And yet in a way, in the pubs and taverns where the Bards have ears, she was there all along.


Because her work so often involves autobiographical events, [Nina] Freeman says she is sometimes accused of being self-absorbed or egotistical. But rather than an exercise in vanity, she sees her work as the opposite: an opportunity to look back at herself and her choices with an unflinching and critical eye.
“I think it’s good to be self-reflective, because otherwise, what are you doing? You’re just letting other people shape who you are instead of being self-critical and learning from your actions. I spend a lot of time thinking about what I do in retrospect, to try and be a better person, because I think I do a lot of things wrong.”


I like to think there's an element of subconscious deliberation at work, because a lot of the time I'll get half-way through making a game, and then suddenly its 'meaning' will dawn on me," she says. "I like this approach because a lot of the time it's cathartic and surprising. I didn't realize what Rain, House, Eternity was really about until I had nearly finished it, and it was a powerful, deeply personal moment for me, and it also allowed me to make an ending that was much more appropriate than what I'd planned."


While most games fetishize nostalgia (Final Fantasy VII Remake, Shovel Knight, Axiom Verge, Downwell, Every Other Bit Game Ever), Homesickness reminds you why the past should stay in the past.


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More Ways to Use Randomness - What is the Goal of RNG? - Extra Credits

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Yet while most media coverage congratulated Nintendo for finally making a female version of the famed character an option, the actual context of Linkle's existence reeks of that unique Nintendo brand of faux progressivism. It might sound good on paper, but in practice only shows how little Nintendo actually understands about what the problem is.

As Anita Sarkeesian might point out, Linkle is a classic example of the "Ms. Male Character" trope.

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As a teenager I was duped by Metal Gear Solid. As an adult, I remain only cautiously optimistic about D4.


5 Queer Video Games Breaking the Mold

This '80s influence upon popular videogames continues on into the 2000s, managing to reveal itself both without much filter and in fusing with the anti-hero archetype that arose at the turn of the century.
This antihero archetype is what Brenton J. Malin dubs the “hypersensitive killer.” It arose with such TV shows as The Shield and The Sopranos. He is at once relentlessly immoral yet more in touch with his emotions than his peers, depicting the “extremely contradictory masculinity of the turn of the 21st century,” according to Malin.


It would seem that, finally, with Dad Quest, the concept of dadification is freed from the shackles of patriarchy. No longer are fathers supposed to be grizzly, gravely, possessive guardians. Instead, Dad Quest encourages parents to literally throw their children into situations that allow them to figure it out the world for themselves.

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These moments all share a common theme; they actively ask the player to step back from traditional forms of videogame interactivity. Yes, traditional methods of input are utilised: triangle allows Joel to pat the giraffe, and Conway and Shannon’s conversation is still navigated utilising clicks of the mouse. But these scenes are not dominated by their interactivity in terms of prescriptive button inputs and subsequent movements on screen. Rather, they are defined by their interactive inaction. And yet, they are deeply engaging moments.

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This blog is about my personal journey (roughly chronologically) through 40 years of computer role-playing games (CRPGs). I play each game and discuss its strengths and weaknesses, its place in the history of RPGs, its influences, and just what it's like to play the game today.

Tuesday, April 14, 2015

14/4


No Place for Hideo


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Sometimes when I play with someone new to games, they’ll ask me ‘How did you know that was the solution?’ and the answer is simply because I’ve been here before. On the surface it looks like skill, but in reality it’s a sign that we’ve learned to be obedient. A lifetime of playing games has taught us to be followers, and it is now a major factor in slowing down innovation and experimentation in games.
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Researchers in Copenhagen and New York have both looked at building point-and-click adventures with replayable puzzles that redesign themselves each time you play, for instance. Others have looked at giving RPG characters emotions that affect how they behave in battle, protecting their loved ones, becoming distraught if they see close friends die.
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`Core’ gamers are a tamed breed – companies know how they think, what they want, and how to make them feel like their needs are being met. They are the people who never ask why a door can’t be opened, they never ask why Mass Effect characters can only die in cutscenes, they never explore the same conversation tree twice expecting new dialogue. At the start of this piece I talked about playing with people newer to games, or the people who are routinely made to feel embarrassed for playing ‘casual’ games, and how it can seem that they make strange decisions that break the conventions we would never dare to. This is not a reflection on them for playing without preconceptions – it should be a reflection on us, as people too entrenched in what games are to be able to think about what they could be.


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The desperate situation in which the denizens of Hyrule found themselves seems to be a result of their own belief. They waited for a hero when none were forthcoming, dooming themselves with blind faith. Despite enacting this same familiar fairy tale journey, Wind Waker takes this warning to heart. It’s a fairy tale against fairy tales, showing reverence for received stories even as it warns that they should not be blindly trusted.
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The final scene shows Link and Tetra (back to her old piratical self) embarking on a journey to find a new life and new land among Wind Waker’s endless seas. Link rides on his old red boat, but its magic is gone. It’s still a vessel but no longer a guide binding him to a predetermined path. This time, Link’s in the lead, and the stories these kids tell will be their own.
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By letting go of the past and its recurring players, the King, our storyteller, breaks the recurring Zelda cycle and frees them from its grasp.

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This is the nine most popular posts on Electron Dance.


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Errant Signal - Life is Strange (Spoilers)


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Romance in Games - Can We Play with Lasting Relationships? - Extra Credits


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Made-up Game Awards

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Resogun Post Mortem Part 1


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Extra Credits - Four Realistic Predictions - What the Future Really Holds for Games


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Mario 3D World Review


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From Bioshock to Portal, twenty-first century games have emphasized the antagonistic relationship between the player and the game world that that player occupies, indicating the illusory nature of player choice and decision making in gaming.
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Device 6, of course, certainly has its own own unique vibe among the sea of “games about games.”
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This may be the ultimate solipsism of video games, the promise that each one of us can be a hero, that each of us is, in fact, Prince Hamlet, whether we chose to be or not, as we save the world or the princess, thanks in part to our own unique effort—an effort taken on by hundreds and thousands of players who feel uniquely chosen themselves. And that’s the rub. That’s the recognition that Device 6 provides the player and that differentiates it from the other “games about games.”


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Although I had been interested in EVE and its stalwart community prior to reading about what has come to be known as “gaming’s most destructive battle ever,” it wasn’t until I saw game-maker CCP erect a physical monument in Reykjavik for those lost in battle that I got hooked. That was the first time I had seen any physical commemoration of an in-game event by any game company.
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This white paper, subtitled "A Comparative Analysis of Real Structural Social Evolution with the Virtual Society of EVE Online," enumerates the ways in which the development of a social infrastructure within New Eden mirrors that of “real-life” civilizations. In the analysis, the authors credit the need for the Council of Stellar Management since the political development of the society of EVE has surpassed the point of tribal and stratified structures, reaching a point of complex social hierarchies and government institutions that designate a civilization status.


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A Brief History of Graphics

Sunday, November 23, 2014

The promise of home in the past

I've known nostalgia all my life. Even when I was young enough to “barely have anything to be nostalgic over“, as the grown-up would have you very well know. But all children understand that there are worlds upon worlds in their imagination, and that matters which are deemed small by the adult world may indeed be of great value to the child, and go deeper than anyone fully sane thought possible.

And thus, when I finally conquered the Green Hind-legged Boar (Ganon) in The Legend of Zelda: A Link to the Past (ALttP) at the age of seven, a sensation of bittersweet longing for not having done so washed over me. In a sense, the game was impossible to finish, since every time I loaded it up Ganon was still alive, and my Hero was ready for another round (because there was no option to save the game after having defeated Ganon). But in my heart I knew that things would never be the same, or that indeed they would always remain the same, in the game, but that I, having defeated ganon, had changed.

At some point I discovered that there were more things in the game besides my relationship with it that seemed incomplete. Sure, there was always the relatively insignificant matter of not having collected all the heart pieces, but there was also something at once more sinister and comforting going on. It seemed as if
the map – and thus in extension the world itself – in A Link to the Past was… unfinished. The corners of the map were covered in clouds, which meant mystery. Every time I booted up the Super Nintendo cartridge and found myself having nothing left to explore, a feeling of melancholy would take hold of me, leaving me treading old ground, yet being unable to leave the world behind. I would just sit there in front of my TV, staring beyond the screen while traversing Hyrule with my well-worn and trusty Pegasus Boots, completely in control of what was going, yet in a sense – not there at all. 

At times I was more aware of what I was doing, or at least had a sense of purpose while doing it. I tried tracing the outlines of the clouds while high atop Death Mountain, the only place outside of the map where the clouds could actually be seen. Up there I felt closest to breaking some sort of barrier, but in the end I didn't manage to get on top of or beyond any of the clouds. When the meticulous method of trying to bomb my way through every inch of Death Mountain failed, I'd resort to shifting between the full world map and a smaller piece of it where my avatar was localized. Having done so, I'd haphazardly press buttons, hoping that by sheer force and willpower I'd finally come across the magic combination that would unlock secrets and dispel fogs, opening up the world to reveal something unseen - new.

Although my quest for something "new" took up quite some time, it was the familiarity of the world and it's mysteries that brought me back time and time again. Thus, when menacing storms were approaching in the world outside of video games, so would my need to return to my Hyrule, my clouds therein, and what was within and beyond them, grow.


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Homes are what we make of them. I doubt that the designers behind ALttP had in mind that I as a player would be returning to certain places in Hyrule time and time again, effectively treating it as a sort of camp, stronghold, resting place – home. I found several such places of rest after I started playing ALttP as a walking simulator/interactive screen and/or life-saver. The former resting place of the Master Sword in the Lost Woods, a lush grove with enchanting music, was one such place. Embedded in that location was perhaps the strongest symbol of dissonance between completion and fundamental incompleteness which inhabited the limbo that the myth of my Hero of Time – and my save file – had become. 

 
In the credits of the video game, after I defeated Ganon, I was told by the game that the Master Sword “sleeps again - forever”. Surely I had defeated Ganon, and though the sword which “makes evil retreat“ had retreated evil, unfortunately it didn't retreat itself into it's proper resting place in the Lost Woods, but was back into the hands of my hero every time I booted up my save file. The pedestal at the corner of the world reserved for the Master Sword was empty, and Link was armed, as if evil had in fact never had been vanquished. But at the same time that grove in the deepest of Lost Woods seemed much less “lost” to me than the rest of Hyrule, where legions of evil still roamed the Overworld. And so it became a place of rest for me - discrepancies be damned.1


Ending credits

There was another place that I would come to know as home, also this one bittersweet, perhaps wabi-sabi2, even. Colloquially it's referred to as the Haunted Grove3. Sounds ghastly, no? It was haunted and haunting indeed, but seldom chilling. This too was a place seemingly untouched by the trappings of the world outside, with bushes blocking it off from prying enemies, further instilling a feeling of safety in the dwellers who'd find themselves there. In a sense then, what I had created was a koja (Swedish word which is used both for tree houses, but also the provisional, impermanent make-believe edifices which children build inside and outside their rooms out of for example pillows and furniture – often to the dismay of their parents, and in some, especially difficult cases - their pets). To get there, the fastest way was by “flute-bird-transporting“ to Link's home cabin or to Kakariko Village, and then from there going by foot. Which reminds me – the place wasn't completely devoid of other inhabitants. And actually, the Grove wasn't really unaffected by the dark forces at work in the outside world either. As in the resting place of the Master Sword, here too there were animals which as suddenly as they appeared, vanished. But there was something else as well. If I could only remember...



Ah, yes. The flute boy.

The Flute Boy is seen playing
for the wild animals of the grove. Approach them, and both the animals and the apparition of the Flute Boy disappears4. Return to the Haunted Grove in the Dark World (after the fall of the Golden Land) and the Flute Boy is transformed into a strange creature (trickster fox), not unlike Link himself was turned (into an innocent bunny) upon his first arrival in the Dark World. Link goes on a journey to find the flute which the Flute Boy lost, and when he brings the flute back to the Flute Boy in the Dark World, the Flute Boy says he can't play it anymore, but that hee would very well like to hear it's melody one more time. Turns out, this would be his last wish, as Link's playing of the flute petrifies the boy into a tree. The Flute Boy's apparitions cease to exist, leaving only the tree stump, and the memores, behind.



§

I don't roam the world of Hyrule anymore5, barely even the
newer versions of it6. After all, Koholint Island and perhaps even Hyrule is at risk of transforming into a nightmare if the dreamer stays too long7. I stopped playing A Link to the Past many years ago, and even though my world today is "more Corinthian than Kokirian"8, Hyrule still lives through me. Still has it's pull. Mostly in the form of theories concerning the nature of the world of Zelda and it's franchise (especially Hylian Dan's wonderful takes on the recurring themes of Zelda games9), but certainly in and of itself due to my fond memories of ALttP and other Zelda titles. Due to my need to retread, and stir up, and dig around old ground, and due to the fact that there always will be storms ahead of us, and the shifting tides of what our past means to us.

The Haunted Grove will probably always have a piece of my heart, as will other places I've known as home, as (songs of) healing, as topographical points of mindfulness, as reveries, as empyrean realms, ageless playing pens - to have and to hold, to cherish and behold. I believe that there will always be a returning sense of incompleteness in my life, simply because that's what life is with it's directional arrow of time. Peace
will be hard to find, while regret – not as much. Today, I understand The Haunted Grove as a liminal Otherworld, a threshold where childhood bliss and youthful distress share possibility-spaces for both growth and stagnation. It's the center of the hurricane, if you will, a mirror into a lighter world, but a mirror which is neither only a Mask of Truth, nor but a dark, lo-mask of nostalgic untruth - but both. I hold it up toward both the past and the future, the need for a home and the need for travel10.

The grown-up accepts that the clouds of the Hyrule world are mere instrumental tools for the marking of the “game world proper” - a system for demarcating the terminal point of non-experiential, objective reality - but the child with the beginner's mind dreams of what lies beyond, and while doing so makes the world within and in the clouds both home and travel companion. From time to time, my present situation harkens me back to Hyrule, implores me to find old homes and stay there a while and listen. And I do, albeit not in any formal sense which involves controllers and cartridges. I barely even know why that is. But what I do know in my heart of hearts is that I will be forever returning to the 32-bit Hyrule of my childhood, and even if I do so by adult means, I'll always meet my younger self there - my link to the past. As Hylian Dan would have put it – we let go of the tree to explore the world beyond it, but the tree is never lost.






_______



Written for Critical Distance’s Blogs of the Round Table for November, Home Sweet Home. Click here to read other submissions for this month.
1 Another observation to make is that on the fan-made maps of Hyrule where the Lost Woods are edited into the overworld, the Grove where the Master Sword rests is nowhere to be seen, because it just doesn't fit into the gamespace. In order to go there, one just has to take a leap of faith and get lost, go beyond the symbolic realm of spatial representation and take on the stuff of legends. As Fado from Ocarina of time says: "Anybody who comes into the forest will be lost." By losing ourselves we find ourselves, right?
2
http://en.wikipedia.org/wiki/Wabi-sabi
4The Flute Boy's father tells Link that Flute Boy went off in search of the Golden Power and never returned. When Link visits the Kakariko Village Inn, he is told by the Innkeeper how the Flute Boy had a pet bird who flew with him everywhere and how they went to Death Mountain but never returned.
5The hero leaves the unchanging world, even though zie is warned that those who leave will one day die.
7 What would that be like, dreaming nightmares into existence? Perhaps something like this:
"In my restless dreams,
I see that town...
Kakariko Village"
81 Corinthians 13:11: "When I was a child, I spake as a child, I understood as a child, I thought as a child: but when I became a man, I put away childish things."
10Why leave at all? Koholint—sorry, Hyrule, is nothing less than a paradise, an infinitely beautiful and comforting home. The only way to leave the Kokiri Forest—my mistake, Koholint, is to awaken the Wind Fish. And as Link eventually learns, waking the Wind Fish means that Koholint will vanish, for the island is but a dream. But one needs remember that dreams are important, too.

Sunday, October 19, 2014

19/10

§§§§§THIS WEEK§§§§§

Cave! Cave! Deus Videt – Episode 0Who would have thought, a game where you explore the paintings and the secrets therein of artist Bosch? Both music and graphics are unique and exciting. The narrative reminds me much of the works of Joestin Gaarder, an old childhood favorite of mine. It's The Matrix and Alice in Wonderland and Sophies World set in a world of intriguing history, art, religion and the potential growth that comes with the alienation of youth.

Dog of Dracula: Barbecue Densetsu/Dog of Dracula 2: Cyber Monogatari
Wonderful neo/cyberpunk noir pastiche which is both hillarously funny and dead-serious as the same time. Despite its very short length, it managed to draw me in and care about the world and its inhabitants which left me wanting more, much more, and also to consider what video games I've played gave me the most laughs (list below.

East van EP/Oracle (ceMelusine)
I love the people behind Silverstring (ceMelusine is part of Silverstring), because of Glitchhikers, and because of Azraels Stop. This game wasn't as interesting, although more evocative than increpares newest "let your mind fall to rest", which too is a form of tarot-reading. Imagery is quite sublime, but it's not something I'm prone to return to, nor give much thought in retrospect, as opposed to the aforementioned games.

Girls Like Robots: NerdfestHey, a girls needs to have fun, right?

Niddhogg (Messhof)
Played it with a friend. Crazy, wicked fun I haven't had since Samurai Gunn! Hopefully will be seeing much more of this. I hate to say this, but I enjoyed it more than Johann Sebastian Joust (and I hate to say it beause I'm all for physicality in video games, alternative controllers and folk games).

Octodad: Dadliest CatchThe second really funny game this week I played! Humor is a rarity when it comes to video games, especially humor which isn't all scripted and script, but comes from the interaction with the world. Seems like a worthy successor to the original game. The coop is killer.

Rehearsals and ReturnsNow when it's finally free to download, I gave it a spin. It is interesting in the way that it feels compelling without having very much there to begin with, but it probably could be realized better somehow. Even just by letting people choose whom to interact with. Since the game is so much about player input, it could have gone further yet and probably be more cathartic for it.

Spelunky
Yeah. So it came out on the PS4 and me and my friend thought we'd give it a try. I can sort of image us sitting there, playing it a month from now, cursing ourselves and the game. But honestly I just don't think it's for me - too frustrating. But I do love cooperative video games and although they seem to be all the rage right now, I still feel there is a shortage on good ones.

Stopped playing:  Wasteland 2. Yes, the second part of the game is better. And yet, I started to grow tired well before the second part, and now that I'm like 80% in, I'm giving up for now. I'd give it a 7/10, probably 8 if I'm in a good mood, which I'm not anymore since I feel it doesn't do the things it sets you up to believe it will do. Well, some of that surely is my own fault, but still - I'm tired of wanting to roleplay and act as if the things I feel and do carry weight, only to realize that they indeed do not, and I was a fool for thinking so. The only recourse then is to play a game parallel to the video game in front of you, where the motivations of your characters make sense. But try to mesh this world of fantasy in your head with the one on the screen in front of you and the world of your imagination gives way to the two-dimensional illusions of programming. I get the choice to pick a character which has kids and I can enter the age of this character, say 50+. Do the kids make any appearance of any kind in the game? No. And people still call me "youngster". Sure, I use this person to talk with people, because in my mind this character is the leader of my ranger pack. But it doesn't make any difference. Yeah, I can add more charisma to this character so that they gain levels faster and thus become "more experienced" ("older") than my other party members, but meh. A couple of levels of difference after 50 hours?

I just wish I'd come across an RPG where after playing it I wouldn't feel that I tried to give way too much credit to its ambitions, expected way too much in terms of reactivity to the way I play and feel and act and roleplay. There are other problems with Wasteland, such as the fact that "choices" don't seem to matter, and I don't only mean that in the way that there doesn't seem to be any gravitas to ones interaction with the world (although that too is true, since the characters aren't well-developed enough for me to care all that much, basically the same problem I have with Bethesdas games and the former Fallouts, although Fallout 1 & 2 made up for that with a really mysterious, interesting and alive world and its open-ended system of exploring it), but that many of the choices that you'd think matter (do I choose repair mechanic or computer science) seem to come down to... whatever. It just doesn't matter. It doesn't matter for my character which has perception as a skill, because it doesn't matter who has perception as a skill, and because my character isn't changed by being perceptive in any way, and me being perceptive barely matters for other characters as well - mainly it gives me the opportunity to spot more digging grounds where I can dig for buried scraps which means more money. In the end it doesn't matter also because there is probably another way of solving the problem in front of you, and it doesn't matter which one you choose. Chances are you have both options available in the party anyway, unless you want to roleplay and not game the system by having each party members specializing in certain fields, but then you'd just go back to playing that parallel game in your mind, which at least I need some small input from the outside world (game system) in order to stay interested in. If you don't have the skills in the party, eh, just blow the wall up instead of kicking it down. It will just cost you some money. In the end skills become cash. Everything becomes cash. And loot. Loot everywhere. And the numbers don't add up, either, seeing how I've maxed skills and still see the "impossible" icon on chests and locks and whathaveyou, which according to the explanation of how the skills are implemented in the game just doesn't make sense. Sure, it's interesting that you can play "on the fly" and just roll with the punches as superbunnyhop would have it, and fail at half the things you try to do. But eventually I just stop caring due to everything being random - contents of chests and such - and just feel that opening stuff is a waste of my time.

I am disappointed. Planescape seems to be a game about something else entirely, so I do hope Inexile deliver on those promises (every combat encounter will count, etc) even if they believe that what they did with Wasteland 2 was good for Wasteland 2.



Funny/Humoristic Games

That's funny...Day of the Tentacle
Conker's Bad Fur Day
Deadline, or, Being Douglas Adams (Gunther Schmidl)
Grim Fandango
Hitchhiker's Guide to the Galaxy (Douglas Adams/Steve Meretzky)
Sam & Max Hit the Road
Slavoj Žižek Makes A Twine Game (Cameron Kunzelman)
The Apprentice II: Knights Move (Herculean Effort Productions)

LOL

Dink Smallwood
Katamari Damacy
Little Girl In Underland (Lively Ivy/Erin Robinson)
Psychonauts
Sam & Max Season 1&2
The Journey Down: Over The Edge/The Journey Down: Chapter Two (Theodor Waern)
Thirty Flights of Loving/Gravity Bone (Brendon Chung/Blendo Games)
Warioware Inc: Minigame Mania

XD
Dog of Dracula: Barbecue Densetsu/Dog of Dracula 2: Cyber Monogatari
Jazzpunk
Portal 1 & 2
Soviet Unterzögersdorf (Monochrom)
The Secret of Monkey Island (and the rest of them)
The Stanley Parable HD Remix/The Stanley Parable Demo (Galactic Café/Davey Wreden)








§PATHOLOGIC!!!
https://www.kickstarter.com/projects/1535515364/pathologic/posts (yes, all of them)








§INTERACTIVE FICTION
Ice-Bound: A Novel of Reconfiguration
https://www.kickstarter.com/projects/1850151847/ice-bound-a-novel-of-reconfiguration

§

Our design for Ice-Bound rejects both branching-path models of interactive story as well as overly simulationist approaches
, targeting a middle-road aesthetic of sculptural construction that marries a focus on quality output with the player's exploration of both an emergent expressive space and an AR-enabled art book.
http://www.fdg2014.org/papers/fdg2014_paper_23.pdf

§

This paper introduces a new set of design-time visualizations for combinatorial interactive narrative authoring. By using these visualizations during thd creation of Ice-Bound (an interactive narrative iPad game) we were able to author content within a large combinatorial possibility space, and achieve both desired player freedom and content responsiveness
http://fdg2014.org/papers/fdg2014_paper_10.pdf

§

First up is combinatorial narrative, as we think this is the heart of what sets Ice-Bound apart from other story-games. It’s fairly complex, but we’re going to try and distill it down into something easily digestible.
http://ice-bound.com/news/combinatorial_narrative/

§

Riffing on the dramatic concept of Chekhov’s gun, which states that everything introduced into a story should serve a narrative purpose, we’ve taken to calling our model “Chekhov’s dollhouse.” Do you put the spotlight on the gun over the mantelpiece, and bring it (and the violence it implies) into your story? Or do you put the focus somewhere else? Unlike branching path models, where making a choice is usually irreversible and high-consequence (even if the consequence is only wondering what you missed), with our model you can freely rearrange the story as much or little as you like before committing to a single configuration, as easily as rearranging the furniture in a dollhouse.
http://ice-bound.com/news/combinatorial-narrative-part-two/

§

Conventional game design often denies players the act of interpretation./.../
I just want to raise the question as to why there isn’t a lot of interpretation going on in games. My hunch is because of the canonized idea of games mostly being composed of rules that need to be fairly communicated to the player, vagueness is discouraged.
http://www.mattiebrice.com/further-thoughts-on-the-tarot-and-interpretation/

§

"You are Kickstarting Ice-Bound; an interactive piece of sculptural fiction and, uhm, what is sculptural fiction?"
"It's a term I've started using to describe a break away from the "branching path" model of interactive narrative. I also sometimes call this the "rat in a maze" model, because a) you can't usually see the big picture, b) often have no way of knowing what, if anything, you're missing when you make a choice, and c) it's usually difficult to go back and try again: you either have to restart from scratch, or laboriously retrace your steps. "Some of my recent projects, including Ice-Bound and 18 Cadence, are experiments towards a different approach: one where you can see the whole story at once, and make small, reversible decisions about its form, rather than big, high-consequence choices. The analogy is to the act of sculpting: iteratively making changes, large and small, until you arrive at something you're satisfied with. This is interesting to me because it pushes the player away from being an "actor" within a story, to something more like a "director" or "editor." I've always wanted my players to feel like they're collaborating with me in telling a story, and sculptural fiction is a move closer towards that ideal.
http://indiegames.com/2014/10/aaron_a_reed_on_ice-bound_and_.html

§

Elegy for a Dead World: A Game About Writing Fiction
https://www.kickstarter.com/projects/dejobaan/elegy-for-a-dead-world-a-game-about-writing-fictio








§OTHER VIDEOS
The True Legend of Hyrule
http://www.gametrailers.com/videos/qsso4i/the-final-bosman-the-true-legend-of-hyrule

§

Majora's African Roots pt. 1 (Legend of Zelda: Majora's Mask) - Culture Shock
https://www.youtube.com/watch?v=Un1iv1Ws5XU

§

Extra Credits - Digging Deeper - Do Games Have Less Value than Other Media?
https://www.youtube.com/watch?v=7lPUlN0dnKk

§

All Games Are Created Equal
http://www.gametrailers.com/videos/r270r0/the-final-bosman-all-games-are-created-equal

§

Should League of Legends Be a High School Sport? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=Ypx5rbkAzpk

§

Why Does Mario's Jump Feel So Awesome? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=z2oV2DQ2dEA

§

James Recommends - Analysis! - Wasteland 2 - A New Old School Fallout Game?
https://www.youtube.com/watch?v=XpSA7MAQxlE

§

Extra Credits - Big Bad II - What Makes a Good Villain?
https://www.youtube.com/watch?v=NyDx5nG7koA

§

Interplay Part 1: Meteoric Rise
https://www.youtube.com/watch?v=srdR55V7D-s







§OTHER ARTICLES
Alien: Isolation is an interesting game. It is the latest entry in a lineage of games that I refer to as horror simulators. It does an excellent job at creating tension and uses a lot of the knowledge built up over the years to great success. But, because it has such a laser focus on a certain type of play a bunch problems arise and other parts of the package suffer. It is a great game in many ways, truly excellent really, but there are some fundamental problems. These lead to, for me at least, a devastating flaw: At its core it fails to be a faithful emulation of the original Alien (1979) movie. Before we can properly discuss the game, we need to talk some video game history and design theory. Over the past, there has been two different schools of horror games. One that has a horror wrapping on top of standardized gameplay (horror wrapping) and one that tries to recreate the happenings of a scary movie/novel (horror simulation). The former is quite well known and started with games like Lurking Horror (1987). Mechanically, the game played like other contemporary adventure games, but took place in a scary setting with events meant to frighten the player. The latter one is a bit harder to nail down precisely, but I would say it started out with a 3D Monster Maze (1982), a game that is neatly captured in its name: the player is trapped in maze and needs to escape a monster (in this case a heavily pixelated T-Rex).
/.../
Just as the horror genre stagnated in the mid 2000s, because horror was merely a wrapping, the same might happen if we fail to move beyond "chased by monster" scenarios. While there is nothing wrong with these sort of games, I think it would be foolish to be satisfied with just that. There is so much more to explore in horror, and the success of recent horror simulators gives me hope that video games can handle it.
http://frictionalgames.blogspot.se/2014/10/thoughts-on-alien-isolation-and-horror.html

§

Just as there are real contradictions to the exercise of sovereign exception, the use of such power within the rules of a video game, even one whose trademark is branching-path storytelling, remains a technical impossibility. Mass Effect seems to solve this problem by making the agency of Shepard rather illusory. As players, we are meant to feel that we share Shepard’s sovereign power, but the intrinsic contradictions of that power, mirrored by our subordination as consumers to the game design, give the Spectres a deeper, if more problematic, meaning.
http://www.firstpersonscholar.com/blasto-sacer/

§

“The project that ended up on the shelves would never have been signed off by anyone up front,” Barlow says of the total overhaul of the classic Silent Hill formula. “It wasn’t like right back at the start we just pitched what became the game and everyone came on board. It very much just kind of meandered.”
/.../
“The driving thing was exploring different ways of using interactivity,” Barlow says. “There’s so much data that games take on board about their player – we know where you are, what you’re looking at, how long you spend looking at things, what you’re doing – but 99 per cent of games don’t use any of that.”
http://www.edge-online.com/features/the-making-of-silent-hill-shattered-memories/

§

Water Temple Analysis: Part 1
the design of the Water Temple is incredibly flawed on both large and small scales. But perhaps this also achieves an effect that matches up with what the Water Temple is trying to achieve in the context of the game’s narrative?
http://hapticfeedbackgames.blogspot.se/2014/10/water-temple-analysis-part-1.html



Thursday, August 21, 2014

21/8

§HISTORY LESSON
A few years ago Kirk Battle, going under the pseudonym L.B. Jefferies, was one of the most prolific critics of the burgeoning amateur bloggers arising from the boom of 2007 and 2008.

http://www.critical-distance.com/2014/08/15/episode-19-a-critic-by-his-window/

§

43 hours after the Wasteland 2 Kickstarter launched it was funded. Fargo was at inXile's office outside Los Angeles at the time. The team was "doing a little jig" he says. "It was like a New Year's Eve countdown. The first 10 years I couldn't even get the trademark. Then another eight years of hardcore pitching getting nowhere. It was a great moment."
/.../
"It was amazing to me," Fargo recalls. "When you do contracts they come from anywhere but trust. You have 10 pages of pain about how to get paid. What happens if you're not on time? They could take your project away from you. They could take your trademark. They could shut down your company. They could take over your company. They could sue your company. You can have damages that are related not just to that but to their stock market price dropping. You can be on the hook literally for a billion dollars for screwing up a contract. I came from that world to, 'here's the money up front, Brian. We trust you.' What a difference."
http://www.eurogamer.net/articles/2014-08-05-the-long-journey-of-wasteland-2

§

The Secret History of Videogames & The Military
| Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=VsNrHwPdIDc







§ZELDA


Some could argue that, because Yuga is the one who patronizes and objectifies women, and because Link eventually kicks Yuga’s ass, the game itself is presenting these behaviours as unacceptable. I disagree. Just as a text is not feminist just because its heroine is strong a game does not become un-sexist when it features a villain rather than a hero acting in a sexist manner. Let’s face it: The Legend of Zelda’s history does not do it any favours.
http://big-tall-words.com/2014/07/28/my-last-princess-women-as-objects-in-the-legend-of-zelda-a-link-between-worlds/

The Zelda series is a garden you can keep inside your drawer, not a wide, expansive landscape that absorbs you. The environment in Oracle of Seasons, and to a less direct extent, in other Zelda games, is both an enemy and a lover. It’s the uncomfortable source of conflict, theme, plot — it’s something to be feared and understood and respected, but also something to overcome. It has authority over me as the game system, but it can also be gamed. It can destroy me, and it can also be destroyed. It has a precarious but learnable pattern. Master that pattern. When it swings left, go right. Harmonize with that pattern, like Din’s dance. Master the dance, and master nature.
http://www.pushselectmagazine.com/2013/07/17/man-vs-dungeon-ecology-in-zelda-and-the-conquest-of-nature/





§VIDEOS
Game Theory: World of Warcraft will SAVE the Economy
https://www.youtube.com/watch?v=fDfNoCjtXvQ

§

Queer Mechanics in Tabletop Games
https://docs.google.com/presentation/d/1vxuNdMCF-dlHcWFf5mYAGw55FwqNFtSYPYk83zB8O8I/edit#slide=id.g24620197_09

§

PlayStation Now Is Here. Streaming is Popularizing. God Save Us.
https://www.youtube.com/watch?v=GeX38RD52-4

§

How Are Games Biased Against the Disabled? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=IyASY5wv_Qo








§DESIGN
Wayward Manor goes most wayward in terms of game design, such that the possibility of interacting inside a Gaiman story in a meaningful way becomes impossible. We are left with a game that, rather than immersing us in story, stands as proof that games don’t just need better writer to make game stories better.
http://killscreendaily.com/articles/how-does-wayward-manor-fit-neil-gaimans-ouevre-it-doesnt/

§

Violence is seldom framed for what it is: uncontrollable, self-perpetuating and unpredictable. Games treat violence as a stable fuel for their ambitions.

http://big-tall-words.com/2014/08/13/everything-looks-like-a-nail/

Sunday, July 27, 2014

27/7

§DESIGN

Sequelitis - ZELDA: A Link to the Past vs. Ocarina of Time
https://www.youtube.com/watch?v=XOC3vixnj_0

§

Extra Credits - The Fighting Game Problem - How to Teach Complicated Mechanics
https://www.youtube.com/watch?v=n_xG1Yg_QoM

§

Design Club - Super Mario Bros: Level 1-1 - Game Analysis
https://www.youtube.com/watch?v=ZH2wGpEZVgE

§

Design Club - Portal: Test Chambers - Tutorial Mechanics
https://www.youtube.com/watch?v=Q_AsF3Rfw8w

§

Design Club - Mark of the Ninja - Stealth Games and Visual Cues
https://www.youtube.com/watch?v=6vJNqseX-rs

§

Extra Credits - Choices vs Consequences - What Player Decisions Mean in Games https://www.youtube.com/watch?v=7iklM_djBeY

§

Let's Talk About Boring Upgrade Systems
https://www.youtube.com/watch?v=TR-EuyU2hb8

§

Errant Signal - Civilization
https://www.youtube.com/watch?v=xBlEscMLjy0


§MISC VIDEOS
Can We Ever Stop Toxic, Racist, & Abusive Gamers?? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=6yvISdKG7Ng

§

Why Do People Do Sick and Twisted Things in DayZ?
| Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=c3B2s-wswcM

§

Extra Credits - The Waiting Game - Why Weird Games Become Cult Hits
https://www.youtube.com/watch?v=ptk93AyICH0

§

Why is SEX So Terrible in Videogames? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=vASCpg8TetY





§MISC ARTICLES

Zelda: Sales Numbers in Context
http://www.zeldainformer.com/articles/zelda-sales-numbers-in-context#.U7qOVbGA91S

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If “Rugby is a beastly game played by gentlemen and soccer is a gentleman's game played by beasts,” as the age-old sports quote playfully asserts, then Call of Duty is an adult game played by children and Super Smash Bros. is a children’s game played by adults.
http://killscreendaily.com/articles/melee-masterpiece-melee-demon/

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Lovecraft’s protagonists are always men of learning, the brightest sparks of all that we have built; their understanding makes their fall so much the greater.

The terms used to illustrate this dark realization are many. The scholar Timothy Evans (in his essay “A Last Defense Against the Dark: Folklore, Horror, and the Uses of Tradition in the Works of H. P. Lovecraft”) describes the structure with reference to the tropes of a detective story, in that the Lovecraftian narrative “leads not to a solution (like a detective story), but to a realization of the illusory nature of truth and the unknowability of the cosmos.”
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In this vein, Amnesia: The Dark Descent is an almost textbook Lovecraftian horror. The creeping darkness that hounds the cultured protagonist – remember, he is an archeologist – is a profoundly alien and horrifying presence.
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But Amnesia: A Machine for Pigs is a very different beast.

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What A Machine for Pigs presents us with is moral cosmic horror – that the universe, despite the walls and roof of laws and morals and the illusion of progress, is a ravenous and bloody place; that the world’s turning is predicated on suffering; that time and time again, despite whatever moral window-dressing we put up to improve the decor, we cannot bleach away fresh bloodstains.
http://gamesarenotart.wordpress.com/2014/07/03/a-machine-for-pigs-and-cosmic-horror/

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A secret box is a game which is built around some form of content and challenge is trivial or absent. The emphasis is on conveying moments or ideas to the player rather than testing the player's abilities.
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So screw your “walking simulators”. I've got a mountain of secret boxes over here that I'm anxious to explore.
http://www.electrondance.com/screw-your-walking-simulators

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Hollywood needs a love story. It’s hard to imagine a film like Her without one. But love stories assume not only that direct, sensual connections between beings is possible, but that such relations are our ultimate goal. Mountain imagines Her as if the film been titled It instead. It offers a subtler version of what a life attached to unfamiliar things might feel like. Not comfort or intimacy, but estrangement and confusion, mixed with curiosity and wonder. But most of all, while Her depicts a future on an alternate timeline we must struggle to believe, Mountain reminds us that we need not wait to commune with things. They’re everywhere, overwhelming us, sticking to us, piling up around us. And they are here not to save you, nor to destroy you. They are just here. What if that were enough?
http://bogost.com/writing/mountain/