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.
§
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
§
“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.
/.../
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.
Showing posts with label nostalgia. Show all posts
Showing posts with label nostalgia. Show all posts
Saturday, October 1, 2016
Saturday, January 16, 2016
Crit Links 16/1
Things of Beauty: Super Smash Bros. as Spectator Sport
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Into the Black: On Videogame Exploration
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Near-Impossible Super Mario World Glitch Done For First Time on SNES
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Game Writing Pitfalls - Lost Opportunities in Games - Extra Credits
§
Ingenious Solutions in Video Game Design: A Long-form Analysis
§
WIRED by Design: A Game Designer Explains the Counterintuitive Secret to Fun
§
Classic Game Postmortem: Loom
§
Get Anticipated - The Final Bosman
§
What if you could talk to the monsters? The Wuss Mode: Monsters Won’t Attack mod for SOMA [official site] doesn’t quite allow you to hold conversations with the denizens of Frictional’s latest creation but it does prevent them from chasing you around the place until you die. I’m excited to try this because it might just improve the game significantly, simply by focusing on the fact that fear does not need to be followed by violence and death.
§
“One of the weirdest / saddest design exp I had: [Bioshock 2] playtesters carefully loot every container for hours, then report hating every moment.”
- Zak McClendon, Lead Designer on Bioshock 2
/.../
I was a moth to the dull flame of the hidden packages of GTA III (Rockstar, 2001), pieces of virtual tat that simply add one to a meaningless counter. I continued to burn rubber for hour after hour until I had found every last package. They’re just one example of the now ubiquitous collectible. Today I’d like to introduce the collective noun for the collectible: a fucking plague.
/.../
thank God for those first-person secret box games dubbed “walking simulators”. At least there aren’t any items to hunt, right? We don’t need rewards for our activities! Oh reallllly?
/.../
Will O’Neill, who wrote Actual Sunlight (2014) and provided words for Planet of the Eyes (Cococucumber, 2015), tweeted that he walked an entire football pitch in Everybody’s Gone To The Rapture (The Chinese Room, 2015) hoping to trigger a scripted response but there was nothing. He felt the game was forcing him to do tedious things for fear of missing out. O’Neill is not the only one to feel like his time is being squandered by these games. But when players who are into walking simulators complain they have no reward other than walking – you know something has gone wrong. It’s our old friend the overjustification effect: once you wrap an incentive around something people enjoy doing, it performs a weird kind of alchemy that transmutes the fun into drudgery, into work.
/.../
When I played Fuel, it was easy to concentrate on the driving and forget about those paltry liveries and vista points because they were too sparse, but the scrum of missions and sidequests and collectibles had come to define GTA more than its cityscapes. I had hated GTA: San Andreas, with prior GTA experience convincing me to conquer everything – but San Andreas was overwhelming and I was left dejected.
Yet all I needed to do was forget about the objectives and collectibles.
All I needed to do was get in a car and drive.
§
“Don’t hate the player, hate the game,” says the pick-up artist. “I’ve just got more game than you,” says your roommate who wears too much cologne. Comparisons between dating and gaming are commonplace in our web-obsessed culture, and thanks to a recent profile on Tinder from Fast Company, it turns out this connection is less superficial than you might think.
/.../
According to Tinder CEO Jonathan Badeen, Tinder uses a variation of ELO scoring to determine how you rank among the site’s userbase, and therefore, which profiles to suggest to you and whose queues your profile shows up in. Invented by physics professor Arpad Elo to determine rankings among chess players, ELO assigns ranks by judging players’ presumed skill levels against each other.
/.../
The result is a system where your ranking is more determined by how you compare to other people rather than personal stats. The system has since been adapted for use in football, baseball, and even videogames such as League of Legends and Warcraft. So when translated to Tinder, the algorithm can be understood on a basic level as one where who you match with determines who the app shows to you. Get matched with those with a high ELO, and the site will start populating your queue with the people Tinder as a whole finds more desirable. Get matched with those sporting a lower ELO, and the site will only show you people who don’t get as many matches from high-ranking users. Your ELO is determined by the supposed desirability of the people who think you’re worth dating.
/.../
So if you want Tinder to think you’re cool, you need to match up with a greater number of popular users and fewer unpopular users.
/.../
Essentially, the key isn’t how many people find you attractive, but which people think you’re worth dating.
/.../
What if higher-ELO people match with you, but you’re actually interested in the type of people who normally have lower-ELO ranks? Just because other high-cheekboned and full-lipped ELO titans aren’t interested in them doesn’t mean you wouldn’t be. You might even be driven away by traits that Tinder as a whole finds more attractive. But because the high-ELO community has deemed you worthy, your queue will be filled with them while the type of people you’re actually interested in remain out of reach.
/.../
Dating is often framed as a competition, where one has to strive to attract as many people as possible. In this context, it might make sense to use a system born out of competition to rank which “leagues” people fall into. But the end goal of dating is one of the biggest cooperative endeavors people can take on together. Which raises the question: Is a system born out of a war game like Chess really the most appropriate way to judge compatibility?
§
What gives Homesickened its gut punch is that, ultimately, it is a story about trying to go home, but how, for many of us, we can never really do that again. It’s a story about loneliness, isolation and the consequences of putting more value in things than in the people around us. The ironically wistful reproduction of CGA DOS conventions is, after all, the earnestly resigned sigh too heavy for the software designed to render it.
§
Blow says he designs puzzles to be "first and foremost a representation of an idea, non-verbally." Rather than just being a tricky thing for a player to solve, he wants each puzzle to say something to the player. He does this by actually writing out a sentence for each puzzle.
/.../
Here's where Blow reveals The Witness' greatest trick: It's not only that he's not scared of players getting stuck, but that getting stuck is actually a key part of the process. It's a requirement to the feeling he wants the game to create. "I try to make puzzles in The Witness as simple as they can be," Blow says. "You just don't get it. It's not only that you don't get it, but you don't feel like there's anything to tell you how to get it. It's as much of a brick wall as possible, with no red herrings or anything. So eventually, when you manage to stick your head through that brick wall and see what's past it, it's the most magical.
§
Critical Switch: Winter 2015
Zolani Stewart - Bernband 14:50
Austin Howe - Party Size in JRPGs 07:36
Austin Howe - Dead Sun 10:24
Zolani Stewart - F-Zero and The Language of Space 10:50
Austin Howe - Rest In Pain 15:19
Zolani Stewart - Petrichor 07:57
Austin Howe - BBSD, Ludocentrism, Abstract Themes 06:09
Zolani Stewart - An Intro to Minimalism 15:10
Austin Howe - Republican Dad Mechanics 07:37
Zolani Stewart - Mirror's Edge: The Landscape of Sound 09:15
Devon Carter (Guest) - JRPGs and Simplicity 11:20
§
Critical Switch: Summer 2015
Austin C. Howe - Shovel Knight and Interrogation 07:27
Zolani Stewart - Expanding Interactivity 13:30
Austin C. Howe - FFVII and Jazz Standards 09:40
Austin Howe - Intro to Game Design and Drama 09:15
Crit Switch Podcast! 26:55
Heather Alexandra - Procedural Generation in Game Design 08:25
Zolani Stewart - Menus and UI 04:05
Game Design and Drama: The Resistance Curve 09:06
§
At the end of disc one, Squall and Friends face Edea on a parade float in Deling City. After the fight, when Edea seems defeated, she conjures an enormous ice shard and propels it through Squall’s chest. Squall stumbles back and falls off the platform. He sees Rinoa above, reaching to him as he falls. Squall closes his eyes and dies. The entire remaining game time, from the beginning of disc two to the second half of the ending movie, is a dream.
§
Leigh suggested that it might be fun for us to do a letter series as I played, combining her nuanced understanding with my fresh eyes to explore just what it is that makes FFVII the game it is. I agreed, and we started to write.
§
What we see in gaming right now is not colonialism, but evolution: the changes that need to take place for the art form to survive and thrive. Rather than imagining games as a community of chosen people whose integrity must be protected, everyone must take a broader view of the form and the multitudes it already contains.
§
Those who dwell in the Friend Zone are not imprisoned by the object of their desire; they are imprisoned by desire itself, always entreating them to chase their own tail. The walls they build and occupy play host to a thousand doppelgangers, each wearing the mask of one person. They think they hate the person, but they hate only themselves. They think this person imprisoned them, but they must have imprisoned themselves.
/.../
Reading as I am in the year 2015, I must describe K’s behaviour as rapey; I must say he’d fit right in amongst the denizens of The Friend Zone, nestled snugly between the Nice Guys™ and the Creepers. It’s possible that his actions appeared dashing in the eyes of the book’s 1915 audience (as well as the eyes of the Internet Man). Regardless, the plot confirms for us that they were unwelcome and inappropriate, since Miss Burstner vanishes into the woodwork following the evening’s events.
/.../
My work on Friend Zone prompted me to read it as an elegy for the Internet Man, delivered 100 years before the fact. Like the Internet Man, K has exploited his station: lorded it above anyone he could, believing this to be his birthright and purpose. Like the Internet Man, K is too busy chasing tail to comprehend the shape of his crimes. His verdict is as much about big inscrutable forces as it is about a peculiar personal failing; it plays out neither with K’s complete consent nor fully against his will.
§
Ethan Carter's final cutscene is a story unlock, whereas Verde Station’s last scene is a total shocker that does not, in itself, answer the big questions. HOWEVER. Both games refute the lazy pejorative “walking simulator” albeit in different ways.
/.../
an interesting distinction between Ethan Carter and Verde Station. The latter is much more authoritarian about gating progress, yet the former more inviting to the explorer-player, save for the endgame. Which is the better game? The question is how you like your mysteries spun. If a player figures out the story in the first few minutes, then the player is consigned to watching pieces move into assigned positions - and this is one of the reasons why Gone Home gates progress through the story.
/.../
I’ve yet to see environmental storytelling as coy and understated as Kairo, although that game confused many of its players, because Verde Station still needs to rely on lore in the form of handwritten notes scattered around and messages stored on terminals. But it might be better to see Kairo as a special case because I’ve previously discussed how limiting it is to tell a story in a dead world. Certain messages are corrupted a little too conveniently, so the world feels like a puzzle authored just for you as opposed to a real situation you’re trying to make sense of.
§
[The Talos Principle]
human race perishes but, in its dying moments, initiates a long-term computer simulation in which it is hoped a sentient intelligence will evolve to carry on the torch of humanity... but the simulation itself is frightened to die. But it’s much more than that. It’s a story of individuals pulling together to “save the world” and what exactly that means. It’s a story of a species facing the end with dignity. It’s a meditation on what it means to be sentient. It’s a story of programs desperate to understand the strange prison they are born into and the “god” that presides over them. And virtually all of this is told through text, some with a conversational component.
/.../
“I was actually trying really hard to avoid retelling the same story,” he explains, “since I really hate repeating myself, but everything kept evolving into that direction, perhaps partially because Croteam enjoyed The Infinite Ocean. I think some of the mistakes I made in my first few drafts came from trying to avoid similarities. What I ended up deciding was that if The Infinite Ocean is a game about an AI becoming a god, Talos is about an AI becoming human.”
§
The saddest aspect of the QR texts is that as you move further towards the end of the game, they thin out, making it clear how many programs never made it through and the world grows more cold and lonely. Rather than the Garden of Eden, the simulation is both purgatory and graveyard – many of the child programs fall into depression or go mad.
This ethical aspect of the simulation is never made explicit, although Gehenna does sail much closer to these particular rocks. Elohim continues to iterate from one child program to another, attempting to find the program that will finally defeat the simulation and thus be the candidate for upload to physical hardware. But many of the AI already seem to be self-aware and these programs are being put through mental torture. I’m not sure the creators of the Process, Alexandra Drennan and her team, thought this far ahead, as if they assumed only the successful AI would feel anything at all. But they were trying to save humanity and these abused children were the inevitable price.
/.../
“I always intended for a certain amount of ambiguity there. It's the messiness of the story – how the simulation was made out of disparate parts, how it malfunctioned in odd ways, how maybe the very malfunctions ultimately helped it succeed – that makes it human to me. Elohim is part of that. He's supposed to be challenged, yes, but he takes that too far, out of desperation, out of fear. To the player's character Elohim is just a test, but to himself the whole God thing is more than an act, it's his whole reality. Maybe he endangers the entire Process by his actions. Maybe he actually does a better job than intended by accident. Maybe underneath it all he always knows how it's going to end, no matter how much he denies it. To me, that messiness and ambiguity is a more realistic reflection of how we deal with these things in the real world.
“I should probably also point out that there are deliberate references to Jesus and his moments of doubt in Elohim's lines, another syncretic element of the story, another retelling. There's a reversal of roles at the end, God in his doubt submitting to man: let your will be done. The end of the game, in many ways, is about Elohim's moment of humanity, a kind of precursor to the humanity about to be realized."
§
Into the Black: On Videogame Exploration
§
Near-Impossible Super Mario World Glitch Done For First Time on SNES
§
Game Writing Pitfalls - Lost Opportunities in Games - Extra Credits
§
Ingenious Solutions in Video Game Design: A Long-form Analysis
§
WIRED by Design: A Game Designer Explains the Counterintuitive Secret to Fun
§
Classic Game Postmortem: Loom
§
Get Anticipated - The Final Bosman
§
What if you could talk to the monsters? The Wuss Mode: Monsters Won’t Attack mod for SOMA [official site] doesn’t quite allow you to hold conversations with the denizens of Frictional’s latest creation but it does prevent them from chasing you around the place until you die. I’m excited to try this because it might just improve the game significantly, simply by focusing on the fact that fear does not need to be followed by violence and death.
§
“One of the weirdest / saddest design exp I had: [Bioshock 2] playtesters carefully loot every container for hours, then report hating every moment.”
- Zak McClendon, Lead Designer on Bioshock 2
/.../
I was a moth to the dull flame of the hidden packages of GTA III (Rockstar, 2001), pieces of virtual tat that simply add one to a meaningless counter. I continued to burn rubber for hour after hour until I had found every last package. They’re just one example of the now ubiquitous collectible. Today I’d like to introduce the collective noun for the collectible: a fucking plague.
/.../
thank God for those first-person secret box games dubbed “walking simulators”. At least there aren’t any items to hunt, right? We don’t need rewards for our activities! Oh reallllly?
/.../
Will O’Neill, who wrote Actual Sunlight (2014) and provided words for Planet of the Eyes (Cococucumber, 2015), tweeted that he walked an entire football pitch in Everybody’s Gone To The Rapture (The Chinese Room, 2015) hoping to trigger a scripted response but there was nothing. He felt the game was forcing him to do tedious things for fear of missing out. O’Neill is not the only one to feel like his time is being squandered by these games. But when players who are into walking simulators complain they have no reward other than walking – you know something has gone wrong. It’s our old friend the overjustification effect: once you wrap an incentive around something people enjoy doing, it performs a weird kind of alchemy that transmutes the fun into drudgery, into work.
/.../
When I played Fuel, it was easy to concentrate on the driving and forget about those paltry liveries and vista points because they were too sparse, but the scrum of missions and sidequests and collectibles had come to define GTA more than its cityscapes. I had hated GTA: San Andreas, with prior GTA experience convincing me to conquer everything – but San Andreas was overwhelming and I was left dejected.
Yet all I needed to do was forget about the objectives and collectibles.
All I needed to do was get in a car and drive.
§
“Don’t hate the player, hate the game,” says the pick-up artist. “I’ve just got more game than you,” says your roommate who wears too much cologne. Comparisons between dating and gaming are commonplace in our web-obsessed culture, and thanks to a recent profile on Tinder from Fast Company, it turns out this connection is less superficial than you might think.
/.../
According to Tinder CEO Jonathan Badeen, Tinder uses a variation of ELO scoring to determine how you rank among the site’s userbase, and therefore, which profiles to suggest to you and whose queues your profile shows up in. Invented by physics professor Arpad Elo to determine rankings among chess players, ELO assigns ranks by judging players’ presumed skill levels against each other.
/.../
The result is a system where your ranking is more determined by how you compare to other people rather than personal stats. The system has since been adapted for use in football, baseball, and even videogames such as League of Legends and Warcraft. So when translated to Tinder, the algorithm can be understood on a basic level as one where who you match with determines who the app shows to you. Get matched with those with a high ELO, and the site will start populating your queue with the people Tinder as a whole finds more desirable. Get matched with those sporting a lower ELO, and the site will only show you people who don’t get as many matches from high-ranking users. Your ELO is determined by the supposed desirability of the people who think you’re worth dating.
/.../
So if you want Tinder to think you’re cool, you need to match up with a greater number of popular users and fewer unpopular users.
/.../
Essentially, the key isn’t how many people find you attractive, but which people think you’re worth dating.
/.../
What if higher-ELO people match with you, but you’re actually interested in the type of people who normally have lower-ELO ranks? Just because other high-cheekboned and full-lipped ELO titans aren’t interested in them doesn’t mean you wouldn’t be. You might even be driven away by traits that Tinder as a whole finds more attractive. But because the high-ELO community has deemed you worthy, your queue will be filled with them while the type of people you’re actually interested in remain out of reach.
/.../
Dating is often framed as a competition, where one has to strive to attract as many people as possible. In this context, it might make sense to use a system born out of competition to rank which “leagues” people fall into. But the end goal of dating is one of the biggest cooperative endeavors people can take on together. Which raises the question: Is a system born out of a war game like Chess really the most appropriate way to judge compatibility?
§
What gives Homesickened its gut punch is that, ultimately, it is a story about trying to go home, but how, for many of us, we can never really do that again. It’s a story about loneliness, isolation and the consequences of putting more value in things than in the people around us. The ironically wistful reproduction of CGA DOS conventions is, after all, the earnestly resigned sigh too heavy for the software designed to render it.
§
Blow says he designs puzzles to be "first and foremost a representation of an idea, non-verbally." Rather than just being a tricky thing for a player to solve, he wants each puzzle to say something to the player. He does this by actually writing out a sentence for each puzzle.
/.../
Here's where Blow reveals The Witness' greatest trick: It's not only that he's not scared of players getting stuck, but that getting stuck is actually a key part of the process. It's a requirement to the feeling he wants the game to create. "I try to make puzzles in The Witness as simple as they can be," Blow says. "You just don't get it. It's not only that you don't get it, but you don't feel like there's anything to tell you how to get it. It's as much of a brick wall as possible, with no red herrings or anything. So eventually, when you manage to stick your head through that brick wall and see what's past it, it's the most magical.
§
Critical Switch: Winter 2015
Zolani Stewart - Bernband 14:50
Austin Howe - Party Size in JRPGs 07:36
Austin Howe - Dead Sun 10:24
Zolani Stewart - F-Zero and The Language of Space 10:50
Austin Howe - Rest In Pain 15:19
Zolani Stewart - Petrichor 07:57
Austin Howe - BBSD, Ludocentrism, Abstract Themes 06:09
Zolani Stewart - An Intro to Minimalism 15:10
Austin Howe - Republican Dad Mechanics 07:37
Zolani Stewart - Mirror's Edge: The Landscape of Sound 09:15
Devon Carter (Guest) - JRPGs and Simplicity 11:20
§
Critical Switch: Summer 2015
Austin C. Howe - Shovel Knight and Interrogation 07:27
Zolani Stewart - Expanding Interactivity 13:30
Austin C. Howe - FFVII and Jazz Standards 09:40
Austin Howe - Intro to Game Design and Drama 09:15
Crit Switch Podcast! 26:55
Heather Alexandra - Procedural Generation in Game Design 08:25
Zolani Stewart - Menus and UI 04:05
Game Design and Drama: The Resistance Curve 09:06
§
At the end of disc one, Squall and Friends face Edea on a parade float in Deling City. After the fight, when Edea seems defeated, she conjures an enormous ice shard and propels it through Squall’s chest. Squall stumbles back and falls off the platform. He sees Rinoa above, reaching to him as he falls. Squall closes his eyes and dies. The entire remaining game time, from the beginning of disc two to the second half of the ending movie, is a dream.
§
Leigh suggested that it might be fun for us to do a letter series as I played, combining her nuanced understanding with my fresh eyes to explore just what it is that makes FFVII the game it is. I agreed, and we started to write.
§
What we see in gaming right now is not colonialism, but evolution: the changes that need to take place for the art form to survive and thrive. Rather than imagining games as a community of chosen people whose integrity must be protected, everyone must take a broader view of the form and the multitudes it already contains.
§
Those who dwell in the Friend Zone are not imprisoned by the object of their desire; they are imprisoned by desire itself, always entreating them to chase their own tail. The walls they build and occupy play host to a thousand doppelgangers, each wearing the mask of one person. They think they hate the person, but they hate only themselves. They think this person imprisoned them, but they must have imprisoned themselves.
/.../
Reading as I am in the year 2015, I must describe K’s behaviour as rapey; I must say he’d fit right in amongst the denizens of The Friend Zone, nestled snugly between the Nice Guys™ and the Creepers. It’s possible that his actions appeared dashing in the eyes of the book’s 1915 audience (as well as the eyes of the Internet Man). Regardless, the plot confirms for us that they were unwelcome and inappropriate, since Miss Burstner vanishes into the woodwork following the evening’s events.
/.../
My work on Friend Zone prompted me to read it as an elegy for the Internet Man, delivered 100 years before the fact. Like the Internet Man, K has exploited his station: lorded it above anyone he could, believing this to be his birthright and purpose. Like the Internet Man, K is too busy chasing tail to comprehend the shape of his crimes. His verdict is as much about big inscrutable forces as it is about a peculiar personal failing; it plays out neither with K’s complete consent nor fully against his will.
§
Ethan Carter's final cutscene is a story unlock, whereas Verde Station’s last scene is a total shocker that does not, in itself, answer the big questions. HOWEVER. Both games refute the lazy pejorative “walking simulator” albeit in different ways.
/.../
an interesting distinction between Ethan Carter and Verde Station. The latter is much more authoritarian about gating progress, yet the former more inviting to the explorer-player, save for the endgame. Which is the better game? The question is how you like your mysteries spun. If a player figures out the story in the first few minutes, then the player is consigned to watching pieces move into assigned positions - and this is one of the reasons why Gone Home gates progress through the story.
/.../
I’ve yet to see environmental storytelling as coy and understated as Kairo, although that game confused many of its players, because Verde Station still needs to rely on lore in the form of handwritten notes scattered around and messages stored on terminals. But it might be better to see Kairo as a special case because I’ve previously discussed how limiting it is to tell a story in a dead world. Certain messages are corrupted a little too conveniently, so the world feels like a puzzle authored just for you as opposed to a real situation you’re trying to make sense of.
§
[The Talos Principle]
human race perishes but, in its dying moments, initiates a long-term computer simulation in which it is hoped a sentient intelligence will evolve to carry on the torch of humanity... but the simulation itself is frightened to die. But it’s much more than that. It’s a story of individuals pulling together to “save the world” and what exactly that means. It’s a story of a species facing the end with dignity. It’s a meditation on what it means to be sentient. It’s a story of programs desperate to understand the strange prison they are born into and the “god” that presides over them. And virtually all of this is told through text, some with a conversational component.
/.../
“I was actually trying really hard to avoid retelling the same story,” he explains, “since I really hate repeating myself, but everything kept evolving into that direction, perhaps partially because Croteam enjoyed The Infinite Ocean. I think some of the mistakes I made in my first few drafts came from trying to avoid similarities. What I ended up deciding was that if The Infinite Ocean is a game about an AI becoming a god, Talos is about an AI becoming human.”
§
The saddest aspect of the QR texts is that as you move further towards the end of the game, they thin out, making it clear how many programs never made it through and the world grows more cold and lonely. Rather than the Garden of Eden, the simulation is both purgatory and graveyard – many of the child programs fall into depression or go mad.
This ethical aspect of the simulation is never made explicit, although Gehenna does sail much closer to these particular rocks. Elohim continues to iterate from one child program to another, attempting to find the program that will finally defeat the simulation and thus be the candidate for upload to physical hardware. But many of the AI already seem to be self-aware and these programs are being put through mental torture. I’m not sure the creators of the Process, Alexandra Drennan and her team, thought this far ahead, as if they assumed only the successful AI would feel anything at all. But they were trying to save humanity and these abused children were the inevitable price.
/.../
“I always intended for a certain amount of ambiguity there. It's the messiness of the story – how the simulation was made out of disparate parts, how it malfunctioned in odd ways, how maybe the very malfunctions ultimately helped it succeed – that makes it human to me. Elohim is part of that. He's supposed to be challenged, yes, but he takes that too far, out of desperation, out of fear. To the player's character Elohim is just a test, but to himself the whole God thing is more than an act, it's his whole reality. Maybe he endangers the entire Process by his actions. Maybe he actually does a better job than intended by accident. Maybe underneath it all he always knows how it's going to end, no matter how much he denies it. To me, that messiness and ambiguity is a more realistic reflection of how we deal with these things in the real world.
“I should probably also point out that there are deliberate references to Jesus and his moments of doubt in Elohim's lines, another syncretic element of the story, another retelling. There's a reversal of roles at the end, God in his doubt submitting to man: let your will be done. The end of the game, in many ways, is about Elohim's moment of humanity, a kind of precursor to the humanity about to be realized."
Labels:
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speedrun,
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super mario,
super smash,
talos principle,
the witness,
verde station,
walking simulator,
writing
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 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.
§
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.

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.

_______
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
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,
"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.
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