infovore + iroquoispliskin 13
Versus CluClu Land: Against my Better Judgement, I Discuss Citizen Kane and Maybe Art
april 2009 by infovore
"The problem with all this is that we're asking the wrong question. The “are games art?” question is boring...
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase.
art
videogames
criticism
games
iroquoispliskin
writing
citizenkane
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase.
april 2009 by infovore
Versus CluClu Land: GDC09: Wot I Asked Will Wright, and What he Said
april 2009 by infovore
"I came up to Will Wright after the panel and I asked him this question. Is this urge to dominate these fictional systems just human nature, or is it something we've learned? Have years of 8-bit humiliation at the hands of games designers turned us into this kind of gamer, or is this just how the third chimpanzee is wired to behave?" Lots of good stuff here about domination vs understanding, mastery, learning, and the sterile utopias we so often turn systems into.
willwright
gdc09
iroquoispliskin
games
learning
mastery
education
april 2009 by infovore
Versus CluClu Land: I Went to the GDC and I Learned How to Make Broad Cultural Generalizations
march 2009 by infovore
"...after spending this weekend fighting Resident Evil 5's grabasstical interface I am somewhat persuaded that there's a real divide when it comes to eastern and western design sensibilities, and this divide has everything to do with the design-centric and productivity-centric tendencies of North American tech culture." Which is an interesting way of looking at it; I'm going to hold my thoughts until Iroquois has written more on this. Manveer Heir (of Raven Software) leaves an interesting comment on the post.
games
design
culture
programming
development
eastwest
iroquoispliskin
productivity
interaction
march 2009 by infovore
Versus CluClu Land: La Comedie Post-Humaine
march 2009 by infovore
"If you keep the city and concentrate on putting more world into it, imaginativeness becomes the primary obstacle-- you can add things into this city without having to add much physical space and new assets. There's legions of empty storefronts and empty buildings, waiting to be filled. And media-- web sites, radio stations, tv shows-- don't take up space either. Think of this cheap empty space as a place to tell new stories, because as a developer, you are good at this." Iroquois, hitting many nails on the head all at once, again.
games
narrative
stories
iroquoispliskin
dlc
gtaiv
gaas
balzac
universe
march 2009 by infovore
Versus CluClu Land: The Game as Total Artwork
february 2009 by infovore
"The key point, it seems to me, is to recognize that gameplay has tonality. Just as music, a non-representational medium, can evoke certain moods and emotions, game mechanics can elicit emotional states." Some good thoughts here about games as Gesamtkunstwerk.
games
iroquoispliskin
mechanics
wagner
gesamtkunstwerk
tonality
thought
february 2009 by infovore
Versus CluClu Land: The Game Made Me Do It
february 2009 by infovore
"So perverse as it might sound, I'm going to plead for less choice in video games. It's a paradox: by limiting the player's discretion, you can expand the narrative possibilities of the medium. Coercion can create a kind of emotional heft that you can't achieve within the confines of the empowerment-myth." All true, and FC2 is a fantastic example of this. But: this is just one way of making games. More of this, yes, but don't forget all the other approaches.
games
farcry2
choice
freedom
iroquoispliskin
coercion
february 2009 by infovore
Versus CluClu Land: How it is that Games Teach you Things
january 2009 by infovore
"And so my holiday was spent with games on the opposite ends of the spectrum: World of Goo's patient instruction versus Shiren's school of hard knocks. And despite their different approaches I felt that each, in their own way, did credit to the core competence of games as a medium: inspiring the pleasure of finding things out."
games
learning
difficulty
roguelike
instruction
iroquoispliskin
worldofgoo
expectations
shirenthewanderer
january 2009 by infovore
Versus CluClu Land: It's the Little Things
december 2008 by infovore
"...my feeling is that the barriers to verismilitude in video games aren't technological-- lighting effects, texture work, mocapping-- but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
games
storytelling
narrative
design
technique
iroquoispliskin
december 2008 by infovore
Versus CluClu Land: Essential Jargon: Procedural Rhetoric
december 2008 by infovore
"What I like about the rhetoric idea is that it places the accent on how the work operates on the player, and this is essential for an interactive medium. What I don't like is that it's a resolutely utilitarian framework for critical analysis: it focuses in on the way that games might change our opinions for good or ill at the expense of the way games might transport, entertain, humiliate, and ravish their users." Pliskin on Bogost's Procedural Rhetoric; both the post and its comments are smart, nuanced discussion around the idea.
games
criticism
rhetoric
ianbogost
iroquoispliskin
proceduralrhetoric
december 2008 by infovore
Versus CluClu Land: Is Death the Mother of Beauty?
december 2008 by infovore
"Prince of Persia isn't Ninja Gaiden, and this is OK, because it's not aiming for the same tension-filled experience. It's a game that wants to be lyrical. It wants to be an musical instrument rather than a crucible, and it succeeds in this goal." Point taken. I might end up giving the Prince a chance, when my current crop of challenge-heavy games is worn down.
games
princeofpersia
ubisoft
criticism
iroquoispliskin
stylisation
lyricism
december 2008 by infovore
Versus CluClu Land: A Game of the Year
december 2008 by infovore
"Melville was torn between writing a ripping nautical yarn and a metaphysical odyssey, and it shows. Rockstar was torn between constructing a sandbox and a stage, and it shows. The result was a tenuously fused work of genuine Americana: a disorderly paean to the American city, a bit of ultraviolence, a stonkingly beautiful soundtrack, a fable, a simulation, a gonzo critique of capitalism. It's a game we deserve. " Pliskin on what GTA4 meant. Perhaps hyperbolic, but it's an important signifier of this year. The Redding quotation about Far Cry 2 is also a stonker.
games
play
2008
iroquoispliskin
gta4
december 2008 by infovore
Versus CluClu Land: Stickin' Together is What Good Waffles Do
november 2008 by infovore
"If the Barack Obama presidency fails to unite us as a country, I'm going to hold out for a fast-zombie apocalypse." Iroquois on co-op, and the way Left 4 Dead sees online co-op - and the bad behaviour of players online - as design problems to solve, rather than to ignore.
games
design
coop
cooperative
multiplayer
online
iroquoispliskin
november 2008 by infovore
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
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