Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts
Monday, April 29, 2013
The World's Highest Dev Blog
In his 31 years on this earth, Dean Hall has been a commissioned officer in two branches of the New Zealand armed forces and the developer of popular zombie survival mod DayZ. Now he's plunged himself into a survival situation as grueling as anything in his game: climbing Mount Everest.
I applaud Dean's pursuit of a worthy quest in the finest Middle Earth tradition. While blogging about the unexpectedness, profusion, and constancy of his bloody nasal discharge, Mr. Hall remarked, "I’m also developing a really great concept for a game here…"
If one man could give thunderous applause, you would hear such accolades from me, despite your possible location on another continent. My friends, this is an idea whose time has come. We've endured annual assaults to our sensibilities and wallets posing as American Football simulations. We've seen intriguing yet simplistic attempts to immerse players in virtual sports. The technology exists to bring the real most dangerous game into our living rooms. Only the will was lacking, and Dean Hall seems to be hinting that he intends to deliver.
Admittedly, a motion-controlled mountaineering simulator would have limited appeal. I assure any console manufacturers reading this blog that I would buy a new system just for a Dean Hall mountain climbing game. The single tantalizing sentence at the end of his post rekindles a hope I haven't felt since the demise of U2 Rock Band.
Godspeed, Dean Hall.
Labels:
Day Z,
Dean Hall,
Kiwi,
Madden,
Middle Earth,
mountaineering,
Mt. Everest,
Rock Band,
U2,
video games,
Wii Sports
Wednesday, April 10, 2013
The State of the Art
I recently addressed creative stagnation in genre novels. That post led to speculation on where to find cutting edge science fiction and fantasy. Several interested parties identified video games as the new medium for visionary storytelling. I agree that games have inherited a large swath of the cultural real estate once dominated by novels. But is this a positive development?
One fact that tends to be overlooked in a given "video games are the new novels" discussion is that the medium a story is told through matters. That's why artists use different media to tell their stories. One of the most common mistakes made by first time novelists is to write like they're dictating the action of a movie. Similarly, a film shot at the relentless pace of a novel would be an exhausting visual jackhammer.
As is rightly said, film is primarily a visual medium. Directors can include pages of expository dialogue and whole reels of establishing scenes because the visuals keep the audience entertained. A novelist who writes two consecutive paragraphs of description or whose characters spout exposition for more than half a page will quickly find his book set aside. Words are all writers have, so each one needs to be important.
Video games are something of a chimera. They too rely mostly on images. However, it's not uncommon to find blocks of text, audio snippets, and non-interactive video in the mix. Your mileage will vary by genre, but the one feature that all games must have in order to be games at all is challenge.
It's been said that interactivity is what makes games special and that books and films are passive media. As I point out here, that's an oversimplification. Whether you're immersed in a game or staring at a sculpture, all art is interactive. No artist can force engagement with his work. The audience's personal perspective is always vital to shaping the experience.
Games aren't the only interactive art medium. They are the most prominent art form that calls attention to audience participation. Video game interactivity is so overt that players feel cheated if a game is too linear or arbitrarily limits their choices. That is as it should be since the most fundamental level of engagement with a game comes from meeting and overcoming challenges.
The fundamentally different approaches to narrative in novels and games are why I doubt that video games can truly replace books. They're built for different jobs. Conflict is essential to novels, but only as a narrative device. In contrast, conflict is the whole point of a game. Hence the rising criticism of a certain game that shall remain nameless.
Balancing complex character, engaging narrative, striking scenery, and challenging conflict in a game is a herculean task. Overemphasizing character may impede the player's vicarious experience. Excessive focus on narrative can make players impatient. Visuals that are too lush can be distracting, and we all know how frustrating imbalanced difficulty is.
Novels are far more straightforward. All a writer has to worry about is setting up strong internal and external conflict and arranging the story so that the stakes progressively rise. None of that is simple, but it's far easier without the added burdens of game development.
In short, the natural focus of games is on the overall immersive experience. Novels are entirely about the story.
One fact that tends to be overlooked in a given "video games are the new novels" discussion is that the medium a story is told through matters. That's why artists use different media to tell their stories. One of the most common mistakes made by first time novelists is to write like they're dictating the action of a movie. Similarly, a film shot at the relentless pace of a novel would be an exhausting visual jackhammer.
As is rightly said, film is primarily a visual medium. Directors can include pages of expository dialogue and whole reels of establishing scenes because the visuals keep the audience entertained. A novelist who writes two consecutive paragraphs of description or whose characters spout exposition for more than half a page will quickly find his book set aside. Words are all writers have, so each one needs to be important.
Video games are something of a chimera. They too rely mostly on images. However, it's not uncommon to find blocks of text, audio snippets, and non-interactive video in the mix. Your mileage will vary by genre, but the one feature that all games must have in order to be games at all is challenge.
It's been said that interactivity is what makes games special and that books and films are passive media. As I point out here, that's an oversimplification. Whether you're immersed in a game or staring at a sculpture, all art is interactive. No artist can force engagement with his work. The audience's personal perspective is always vital to shaping the experience.
Games aren't the only interactive art medium. They are the most prominent art form that calls attention to audience participation. Video game interactivity is so overt that players feel cheated if a game is too linear or arbitrarily limits their choices. That is as it should be since the most fundamental level of engagement with a game comes from meeting and overcoming challenges.
The fundamentally different approaches to narrative in novels and games are why I doubt that video games can truly replace books. They're built for different jobs. Conflict is essential to novels, but only as a narrative device. In contrast, conflict is the whole point of a game. Hence the rising criticism of a certain game that shall remain nameless.
Balancing complex character, engaging narrative, striking scenery, and challenging conflict in a game is a herculean task. Overemphasizing character may impede the player's vicarious experience. Excessive focus on narrative can make players impatient. Visuals that are too lush can be distracting, and we all know how frustrating imbalanced difficulty is.
Novels are far more straightforward. All a writer has to worry about is setting up strong internal and external conflict and arranging the story so that the stakes progressively rise. None of that is simple, but it's far easier without the added burdens of game development.
In short, the natural focus of games is on the overall immersive experience. Novels are entirely about the story.
Labels:
Art,
challenge,
narrative,
novels,
story,
Storytelling,
video games
Monday, April 1, 2013
Music Makers and Dreamers of Dreams
Last time I discussed the thematic stagnation of genre fiction. Since proper criticism balances the bad by pointing to the good, I offer the following examples of vivid counter cultural fiction. These gems don't reside where one might expect. In fact, I had to look far from the print fiction best seller lists to find them.
Today's prophets and social critics don't ply their trade through books at all. They send their messages through video games.
I said before that I'm hard-pressed to name a popular genre novel published within the last decade that transgressed convention to devastating effect. I can think of three video games released within the last couple of years that masterfully achieve this feat.
The first landmark game is Spec Ops: The Line. The genius of this title lies in its myriad layers of meaning. Superficially resembling a staid infantry combat simulator, Spec Ops: The Line achieves thematic heights to shame its more profitable brethren. The plot roughly follows Joseph Conrad's Heart of Darkness. But by transporting the story to the current day Middle East, the narrative attains a high degree of originality. Even more intriguing is the developer's subtle use of character, dialogue, camera angles, and game mechanics to mount a scathing rebuke of turning war into a game.
Journey by That Game Company readily fills my fantasy quota. Though far more subdued than Spec Ops: The Line, Journey makes a more immediate and deeper emotional impact by stripping the classical quest down to its basic structure. Despite having no dialogue and minimal aesthetics, Journey evokes a stronger level of attachment to its setting and characters than many far more lavish games. Though grounded squarely in fantasy, Journey features a grave warning about what happens when technological development outpaces moral maturity.
Finally we come to Bioshock Infinite. As a first-person shooter, it's the most conventional title on this list in many ways. It is also the most convention-smashing game in years. Contradictions define Bioshock Infinite. The setting emulates the past but includes technology far beyond our own. Its themes condemn religious zealotry while warning against unchecked nationalism. The dehumanizing tendencies of capitalism are skewered, as are populism's brutal excesses.
Even the characters are signs of contradiction. The oft-despised buddy character trope is central to the game mechanics, but in a way that no one expected. For perhaps the first time, the AI-controlled partner isn't a burden that mucks up combat or necessitates frequent checkpoint resets by dying at the worst times. In fact, this mechanic works so well that one gets a creeping sense of role reversal. At times, the faceless main protagonist seems suspiciously like an appendage of the supposed helper character. This arrangement feels oddly satisfying.
These are the examples of challenging non-print genre fiction that stand out most in my mind. Any other suggestions?
Wednesday, March 27, 2013
Sweatshop Censorship
Free societies have long grappled with balancing artists' right to self-expression with the need to prevent libel, slander, fraud, and treason. At long last, Apple has found the secret for deciding when censorship is acceptable.
"We view Apps different than books or songs, which we do not curate. If you want to criticize a religion, write a book. If you want to describe sex, write a book or a song, or create a medical app. It can get complicated, but we have decided to not allow certain kinds of content in the App Store."
Everyone from Voltaire to Larry Flynt argued that freedom of speech hinged on the rights of the speaker and the message's content. Now we know they were all looking in the wrong place, for Apple has shown us that the medium through which a thought is expressed suffices to justify banning it.
A practical example of Apple's censorship policy is the humor game Sweatshop, which was banished from their app store. Though the game was developed and marketed as a humorous expose of child labor and sub-poverty level wages in overseas clothing factories, one of Apple's reasons for dropping it was the depiction of factory managers blocking fire escapes.
Forgive me for not using this space to explain the workings of satire. I doubt it would do any good.
A second look reveals that the app store's policy is silent on the issue of criticizing a major corporation. The question of whether such criticism may be expressed on a blog seems to occupy a gray area. What do you think?
"We view Apps different than books or songs, which we do not curate. If you want to criticize a religion, write a book. If you want to describe sex, write a book or a song, or create a medical app. It can get complicated, but we have decided to not allow certain kinds of content in the App Store."
Everyone from Voltaire to Larry Flynt argued that freedom of speech hinged on the rights of the speaker and the message's content. Now we know they were all looking in the wrong place, for Apple has shown us that the medium through which a thought is expressed suffices to justify banning it.
A practical example of Apple's censorship policy is the humor game Sweatshop, which was banished from their app store. Though the game was developed and marketed as a humorous expose of child labor and sub-poverty level wages in overseas clothing factories, one of Apple's reasons for dropping it was the depiction of factory managers blocking fire escapes.
Forgive me for not using this space to explain the workings of satire. I doubt it would do any good.
A second look reveals that the app store's policy is silent on the issue of criticizing a major corporation. The question of whether such criticism may be expressed on a blog seems to occupy a gray area. What do you think?
Labels:
Apple,
apps,
books,
censorship,
media,
music,
Sweatshop,
video games
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