infovore + criticism + narrative   7

Versus CluClu Land: The Limits of Escapism
"This is the challenge, it seems to me: it's to do with the tools of design-- rules and states-- what other media do with images and sound: reveal the world as seen through different eyes, with lapidary clarity and moral courage. And this means moving beyond merely empowering and entertaining the player."
iroquoispliskin  escapism  play  games  media  art  criticism  entertainment  story  narrative 
october 2008 by infovore
Patsquinade - How my not-great plot happened: a mini post-mortem
"An interesting article at Rock, Paper, Shotgun tackles BioWare's tackling of issues tackling modern society, tackling one of my Mass Effect plots in the process. I responded in the comments, and after looking at how much I yammered on, I figured it was worth posting here as a look inside how these things get into the game, and why some things that seem dumb get done." Patrick Weekes follows up the RPS post criticising his own plot elements with some frank self-criticism, and some interesting explanations; a reminder of how hard creating any kind of meaningful choice can be.
rockpapershotgun  writing  games  masseffect  bioware  criticism  postmortem  plot  story  narrative  choice 
august 2008 by infovore
Feministe » Hair-pulling and braid-weaving
"It seems to me that Tim and the nameless characters of the epilogue represent archetypes of some kind. They don’t stand in for every man and woman, certainly, but they’re emblematic of a certain kind of dysfunctional relationship, one where “I’ll protect you” turns into “I’ll control you.”" A smart, sharp reading of Braid, that understands its gameiness.
braid  games  criticism  writing  critique  narrative 
august 2008 by infovore
Versus CluClu Land: Gamers are Maximizers of Utility
"I thought this decision to attach a reward to the choice represented a failure of nerve on the part of the designers ... wedding a gameplay-reward to a decision that ought be governed by one's sense of character and motivation."
iroqouispliskin  criticism  games  writing  gta4  narrative  gameplay  storytelling  reward 
july 2008 by infovore
Click Nothing: Ludonarrative Dissonance in Bioshock
"By throwing the narrative and ludic elements of the work into opposition, the game seems to openly mock the player for having believed in the fiction of the game at all."
games  story  criticism  narrative  bioshock  storytelling  interaction  play  design 
july 2008 by infovore
Versus CluClu Land: The Final Exam
"The capacity to convey narrative through interaction is a constitutive rather than accidental feature of the medium. Every time a designer exploits this ability we get closer to finding [...] what forms of expression are unique to games..."
games  criticism  narrative  story  art  expression 
july 2008 by infovore
'Grand,' but No 'Godfather' - WSJ.com
Junot Diaz on GTAIV in the Wall Street Journal. Excellent writing, on the nature of good vs. great and great vs. seminal; on what art does to us; on how it needs to go farther. Smart, engaged, written by someone who gets culture and who *plays*.
junotdiaz  criticism  writing  games  play  gaming  gta  gtaiv  narrative  art 
july 2008 by infovore

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