infovore + criticism + narrative 7
Versus CluClu Land: The Limits of Escapism
october 2008 by infovore
"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
august 2008 by infovore
"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
august 2008 by infovore
"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
july 2008 by infovore
"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
july 2008 by infovore
"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
july 2008 by infovore
"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
july 2008 by infovore
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
related tags
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