Showing posts with label balance. Show all posts
Showing posts with label balance. Show all posts

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, September 2, 2014

2/9

§GAME SERIES
§SILENT HILL§ That's what has been missing from the series. The manipulation. The off-kilter madness. The worlds within worlds on top of worlds, in Silent Hill itself and between the player and the game, all tied together in an elaborate metatextual knot. The sequels, particularly those developed in the west, saw only the gore and the monsters. They saw Pyramid Head as an iconic slasher movie villain rather than a very specific Jungian symbol. They saw the fog, the meat and the rust, heard the sirens, and slavishly copied them while spectacularly missing the point.

Finally, that may be about to change. Hideo Kojima has long said he'd love to make a Silent Hill game, and since this is the guy who made Psycho Mantis taunt you with the contents of your memory card, I'm confident he sees the potential for more than just a gonzo splatter game.

http://www.eurogamer.net/articles/2014-08-17-why-silent-hill-2-is-still-the-most-disturbing-game-ever-made

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§BIOSHOCK§
Bioshock 2 is the best Bioshock. It has the best gameplay and story, yes, but it also is the best at being Bioshock.
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 Bioshock is about extreme philosophy, parenthood, and the subversion of flesh, mind, and environment. Bioshock 2 is the purest instance of this formula.
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The other Bioshock games present philosophies of abuse and ask you to lend them credibility. Bioshock 2 hands you apparently-nurturing altruism and asks you to see the darkness in it. Not only is that more interesting but it’s also more ethical.
http://ludusnovus.net/2014/08/29/the-sublime-bioshock-2/







§COMMUNITY

We, “video games,” do not “take care of our own.”

On the contrary: We expect freelance professionals to function as our avatars, to say and do what we ourselves wish we could say and do. And when the battle becomes too much—when the fight is too great, the baddies too numerous—we absolve ourselves by shutting off the Xbox.

http://infinitelives.net/2014/08/31/you-have-to-protect-yourself/
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Thoughts on Anita Sarkeesian, Zoe Quinn & More
| Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=iO8Cck3vm_o

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Women as Background Decoration: Part 2 - Tropes vs Women in Video Games
https://www.youtube.com/watch?v=5i_RPr9DwMA

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The News is Ruined
http://www.gametrailers.com/videos/qc6a91/the-final-bosman-the-news-is-ruined

PC vs Console: Why the Hate?
| Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=XH1UuxxmiQ4

Design Club - The Blue Shell - Why Mario Kart's Most Hated Item Makes It Better
https://www.youtube.com/watch?v=LFfga8-3SZI







§DESIGN
Extra Credits - First Move Advantage - How to Balance Turn-Based Games
https://www.youtube.com/watch?v=TRHdIScOMWQ
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Castlevania & History Special - Did You Know Gaming? Feat. Markiplier
https://www.youtube.com/watch?v=3WY1TUJal0E

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Games typically want to communicate the importance of the power to choose, while pieces like Benthic Love have you contemplate the function of choosing anything in the first place.
http://www.mattiebrice.com/benthic-love/