I found this on RockPaperShotgun today, and thought the ideas interesting. It's a bit dissident from what I usually hear, which is always a plus in my world.
The graphic of the game referenced at the start of the article is a tad NSFW, just FYI y'all.
Very confused article.
by uberfoop , Seattle-ish, Sunday, November 03, 2013, 13:57 (4037 days ago) @ SonofMacPhisto
Couldn't keep anything straight. There were several things happening in it:
1-A flimsy attempt at justifying art that conveys ideas by attempting to make the viewer feel them directly, and
2-whatever the froodlenutzsky this is:
"If these games were playtested, they would, most surely, get feedback about not having clear enough avenues to control and victory. It would be whitewashing a particular experience that doesn’t really get light or validation in our current landscape."
You know what, the first sentence isn't wrong at all. It's exactly what the feedback would be. However, the second sentence sucks. It doesn't at all follow from the first sentence. Unless you take "listening to playtesters" to mean "pandering to playtesters" or "doing everything that playtesters say." If you actually intend for something to convery some whacky feeling that disagrees with someone, and your playtesters say that it conveyed that whacky feeling that disagrees with them, that doesn't mean that your product has an issue and needs to be changed. It means that your product is doing what it's supposed to do, and your testing just validated it. I'm not arguing over whether or not this kind of game design is worthwhile, but seriously, this isn't a design that makes testing worthless. It just means you need to listen to feedback/complaints/whatever in a different context.
Very confused article.
by SonofMacPhisto , Sunday, November 03, 2013, 14:15 (4037 days ago) @ uberfoop
edited by SonofMacPhisto, Sunday, November 03, 2013, 14:20
Couldn't keep anything straight. There were several things happening in it:
1-A flimsy attempt at justifying art that conveys ideas by attempting to make the viewer feel them directly, and
Maybe it was flimsy because it doesn't need justifying? Honest question.
2-whatever the froodlenutzsky this is:
"If these games were playtested, they would, most surely, get feedback about not having clear enough avenues to control and victory. It would be whitewashing a particular experience that doesn’t really get light or validation in our current landscape."
I think the author means "play-tested" in sense that AAA games are play-tested - so that they can appeal to a broad variety of people and sell well.
Besides, I'm not sure one would play-test a game like this and be validated by the results. You'd probably get a lot of people saying they just didn't like/get it, and be unable to explain why or how.
Very confused article.
by uberfoop , Seattle-ish, Sunday, November 03, 2013, 14:50 (4037 days ago) @ SonofMacPhisto
Maybe it was flimsy because it doesn't need justifying? Honest question.
I dunno. I find that irrelevant as to whether it's a worthwhile argument though.
I think the author means "play-tested" in sense that AAA games are play-tested - so that they can appeal to a broad variety of people and sell well.
Maybe.
Besides, I'm not sure one would play-test a game like this and be validated by the results. You'd probably get a lot of people saying they just didn't like/get it, and be unable to explain why or how.
That's true. Although, it's also somewhat true that people suck at articulating what works about things they like. When dealing with playtesters, you're often going to get wildly mixed (and somewhat incoherent) responses about things even if everyone had fun.
If you don't even get a pile of vague complaints that you might kinda/sorta be able to sort through? Well... at that point it's basically impossible to validate anything about your product's effect on those who experience it (aside from yourself, glorious sample size of 1 person, whose relationship to the game is very different from everyone elses). I guess that's one way to go about your business, but it puts you in a really crappy position in a lot of ways.
Very confused article.
by Schooly D, TSD Gaming Condo, TX, Sunday, November 03, 2013, 15:10 (4037 days ago) @ SonofMacPhisto
I think the author means "play-tested" in sense that AAA games are play-tested - so that they can appeal to a broad variety of people and sell well.
I don't think that's what he's saying. Well, actually, that might be what he's saying but I don't think he's working at the level you're on.
He's not saying incorporating feedback from playtesting is bad because you get a diluted, design-by-committee, stale product (although that may be true). He's saying playtesting is bad because it judges the game from the perspective of the player ("player-centric"), and games should not be judged by how they allow the player to impose his will on the game -- they should be one-way expressions of the game designer's "voice."
Gamers are trained to expect certain things from games, like explicit rules, goals, visual quality, and of course, agency. To put it frankly, gamers are set up to be colonial forces. It’s about individuality, conquering, and solving. Feeling empowered and free at the expense of the world.
In a nutshell, the author is arguing that we need to free ourselves from this repressive paradigm where games aren't just public masturbation on the part of the game designer.
Very confused article.
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, November 03, 2013, 15:15 (4037 days ago) @ Schooly D
He's saying playtesting is bad because it judges the game from the perspective of the player ("player-centric"), and games should not be judged by how they allow the player to impose his will on the game -- they should be one-way expressions of the game designer's "voice."
He is gravely misinterpreting what video games are and why people play them then.
Very confused article.
by Pyromancy , discovering fire every week, Sunday, November 03, 2013, 15:40 (4037 days ago) @ Cody Miller
He is a she
He is gravely misinterpreting what video games are and why people play them then.
As usual, your concrete thinking is in your way.
Whether you want to accept it or not, "Video Games" can be defined or re-defined differently to different people. And folks can play them for a myriad of differing reasons. Just because they do not fit in the box that you have self professed does not mean that it is wrong.
Very confused article.
by SonofMacPhisto , Sunday, November 03, 2013, 16:01 (4037 days ago) @ Cody Miller
He's saying playtesting is bad because it judges the game from the perspective of the player ("player-centric"), and games should not be judged by how they allow the player to impose his will on the game -- they should be one-way expressions of the game designer's "voice."
He is gravely misinterpreting what video games are and why people play them then.
When I think of a game like Vanquish, which I loved and want others to play, I step back and realize that you'd have to at least have a working knowledge of say, the XBOX 360 controller to play it.
I mean, it's not something that, say, my father could ever begin to conceive. That kind bothers me, cause like I said before I want to share.
But then I realize that if it wasn't a game, it wouldn't be Vanquish, the thing I want to share.
Indeed.
by Ragashingo , Official DBO Cryptarch, Monday, November 04, 2013, 15:07 (4036 days ago) @ Cody Miller
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LOL! Awesome
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, November 03, 2013, 14:44 (4037 days ago) @ SonofMacPhisto
Did anybody play the game he made and linked? Mainichi? It's shit. So is the article.
It's also written in an unclear, overly verbose way. I can't follow it, nor do I really understand his ideas.
Pointless words from a bad game designer. Wasted 15 minutes of my day.
LOL! Awesome
by SonofMacPhisto , Sunday, November 03, 2013, 15:55 (4037 days ago) @ Cody Miller
Did anybody play the game he made and linked? Mainichi? It's shit. So is the article.
It's also written in an unclear, overly verbose way. I can't follow it, nor do I really understand his ideas.
Pointless words from a bad game designer. Wasted 15 minutes of my day.
Heh, based on what was written I wasn't interested in playing of the games mentioned.
Thoughts
by SonofMacPhisto , Sunday, November 03, 2013, 16:03 (4037 days ago) @ SonofMacPhisto
You have to be literate to read books. No real debate on the merits of this, yeah?
Do video games have a kind of barrier, a literacy, before you can play them?
Should they?
Thoughts (56K warning)
by uberfoop , Seattle-ish, Sunday, November 03, 2013, 16:15 (4037 days ago) @ SonofMacPhisto
Do video games have a kind of barrier, a literacy, before you can play them?
Thoughts (56K warning)
by SonofMacPhisto , Sunday, November 03, 2013, 16:30 (4037 days ago) @ uberfoop
Haha, but should they?
Thoughts
by RC , UK, Sunday, November 03, 2013, 17:30 (4037 days ago) @ SonofMacPhisto
You have to be literate to read books. No real debate on the merits of this, yeah?
Do video games have a kind of barrier, a literacy, before you can play them?
Should they?
Books have varied barriers: sentence style, length, complexity. Whether they have visual or audio aids/ques. What range of vocabulary these use.
Similar with games.
It's up to the designer what kind of access barriers they put in place. There are no shortage of varied input devices and methods these days. No end to the variety of in-game and out-game training you can implement to overcome said barriers.
Not sure how this relates to the article though.
Thoughts
by SonofMacPhisto , Sunday, November 03, 2013, 17:35 (4037 days ago) @ RC
You have to be literate to read books. No real debate on the merits of this, yeah?
Do video games have a kind of barrier, a literacy, before you can play them?
Should they?
Books have varied barriers: sentence style, length, complexity. Whether they have visual or audio aids/ques. What range of vocabulary these use.Similar with games.
It's up to the designer what kind of access barriers they put in place. There are no shortage of varied input devices and methods these days. No end to the variety of in-game and out-game training you can implement to overcome said barriers.
Not sure how this relates to the article though.
It doesn't really relate, it was just a thought that was inspired from the article and folks responses to it and few other things I've been thinking lately.
I think the answer is pretty obvious (yes, there are, and yes, they are fine) but asking the question let's me step back and consider possibilities.
Thoughts
by PerseusSpartacus, G'rndl Prime, Monday, November 04, 2013, 13:21 (4036 days ago) @ RC
Books have varied barriers: sentence style, length, complexity. Whether they have visual or audio aids/ques. What range of vocabulary these use.
Similar with games.
It's up to the designer what kind of access barriers they put in place. There are no shortage of varied input devices and methods these days. No end to the variety of in-game and out-game training you can implement to overcome said barriers.
Not only that, but different genres have different 'access barriers'. For example, the same kind of fluidity and ease of play you achieve in Halo over the course of a week would take several weeks - maybe even a month - to achieve in Age of Empires II. This is fairly obvious: a real-time strategy game is inherently just more taxing, complicated, and hard to pick up than a first-person shooter game. Then, within each genre, there is some amount of variation. Pathways into Darkness takes a lot longer to pick up than Halo, because it's got so much more complexity and even the basic combat is harder. Starcraft II is easier to pick up than Age of Empires II.
Now, before you say 'yes, that's true, but you're talking about difficulty, not barriers', I have to ask, what's the difference? Returning to the book example, picking up a book and picking up a game are similar things. You need to have a little literacy to read a book, but you likewise need a very basic understanding of how to operate a game in order to actually play one. Once you have that basic requirement, you can start reading or playing. As you're reading or playing, your literacy or skill increases, and you get better and better. The thing is, some books and some games have different basic requirements than others. If you're in kindergarten, you can't be expected to right off the bat pick up George Orwell, and likewise if you have no experience in gaming whatsoever, you can't be expected to immediately pick up Starcraft. Difficulty often sets these basic requirements higher or lower, and so it plays a part in setting the barriers. That's why it's best to have some experience in playing FPS games before you jump into Pathways into Darkness.
Things get trickier still when you think about how being able to play a game is different than being able to master it. You can pick up Age of Empires II, but you probably won't be able to figure out the complex strategies detailed on the University of Age of Kings Heaven until you've played a lot and gotten a real feel for the game. It takes longer to do that, though, than it does to get a feel for Halo, where within a few months, you can be off and setting up your own Cavern Megabattle. This is mainly because in RTS games, there's inherently a much bigger difference between noob-dom and mastery than in FPS games. There is still some variation in this disparity even within a given genre, but even so, the variation from genre to genre is the most important part in this respect.
Sorry I went on for a long time there, but once you got me thinking, I just kept running with it. Maybe you guys have something more to add?
Vale,
Perseus
An interesting take on the role of procedural rherotic
by electricpirate , Sunday, November 03, 2013, 22:41 (4037 days ago) @ SonofMacPhisto
It's an interesting take on a common debate in game studies (What role does the player have in the message of a rule set). I never really looked at the "Who makes games that say these things." But she has a point about the fact that many queer individuals seem to focus on experiences that convey a personal story rather than a power fantasy. I know Anna Anthropy does stuff in a similar vein. I really like Triad, which serves as an interesting metaphor on the challenges of poly amorous relationships.
I do kind of take issue with the idea that not iterating somehow makes those cases stronger. Even in non procedural representations, creators iterate. I'm not sure why games magically can be expressive sans iteration. Iteration doesn't just mean, "Do what the players want." It can also mean "Hey these people didn't get it, let me tweak the way I'm saying it so they do."
Here's a longer form counter to the idea of taking meaning from rules if you want a deeper discussion on this kind of topic.
http://gamestudies.org/1103/articles/sicart_ap
I did play mainichi though, that's a pretty effective little piece of software. A game about how decisions do and don't matter, that successfully put me into her mindset.
An interesting take on the role of procedural rherotic
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, November 03, 2013, 23:57 (4037 days ago) @ electricpirate
I really like Triad, which serves as an interesting metaphor on the challenges of poly amorous relationships.
The bar must be set really low if a simple Puzzle game is an 'interesting metaphor' for the challenges of polyamorous relationships. This is why I think games academics are horrible thinkers. What is insightful about trying to fit three people onto a bed?
You'd understand the real challenges if you talk to someone in such a relationship for THREE MINUTES over playing that game. Then go play Lup Salad. You'd have a better understanding of human sexuality, AND you'd play a better puzzle game.
I didn't think thematic praise could get and more mistaken than Bioshock Infinite, but you just proved me wrong!
An interesting take on the role of procedural rherotic
by Leviathan , Hotel Zanzibar, Monday, November 04, 2013, 05:17 (4037 days ago) @ Cody Miller
The bar must be set really low if a simple Puzzle game is an 'interesting metaphor' for the challenges of polyamorous relationships.
You know, I've never found "simple" to be a bad thing. In fact, I often love simple. I find the average kid's book more honest and insightful than the average grown-up novel.
I'm not actually sure what we're talking about though... The first link was a choose your own adventure novel for adults, the second was broken, and the third was a stressful calendar of the kind I see everyday.
The point is "simple" does not necessarily equal bad. Sometimes it can quickly jump to the heart of the issue. As for iterative and non-iterative, I think there's a place for both. I think non-iterative pieces are great for artists to create on their own. It can be cathartic, as well as helpful in forming and understanding your own unique artistic language, which can then be better applied to iterative pieces. Sometimes it can be interesting to be an outside observer of this process and jump into someone else's unaltered mind.
But these non-iterative works, like high-concept fine art installations, will likely be regarded with vastly varying opinions and misunderstood by most because that's the nature of it. If you're telling a story without concern of using a language to reach your audience, odds are most of them won't get it. I think/hope a lot of practiced authors/creators know this. It's less about communication and more about exhibition. It's record-keeping; it's a documentary of yourself. The goals and the approaches are different than iterative works. If somebody learns or feels something from that video projected on a bundle of sticks in the corner of my elderly 3D design teacher rolling around in the mud naked (even if its just her getting something out of it), great!
... I'll probably be over there, though.
An interesting take on the role of procedural rherotic
by Cody Miller , Music of the Spheres - Never Forgot, Monday, November 04, 2013, 09:06 (4037 days ago) @ Leviathan
The bar must be set really low if a simple Puzzle game is an 'interesting metaphor' for the challenges of polyamorous relationships.
You know, I've never found "simple" to be a bad thing. In fact, I often love simple. I find the average kid's book more honest and insightful than the average grown-up novel.
There is a difference between simple ideas, and expressing ideas simply.
But these non-iterative works, like high-concept fine art installations, will likely be regarded with vastly varying opinions and misunderstood by most because that's the nature of it. If you're telling a story without concern of using a language to reach your audience, odds are most of them won't get it. I think/hope a lot of practiced authors/creators know this. It's less about communication and more about exhibition. It's record-keeping; it's a documentary of yourself. The goals and the approaches are different than iterative works. If somebody learns or feels something from that video projected on a bundle of sticks in the corner of my elderly 3D design teacher rolling around in the mud naked (even if its just her getting something out of it), great!
Did you see Exit Through the Gift Shop? Great film. Banksy essentially fools the art community into praising and literally spending millions of dollars on crap art by putting an unknown guy on a pedestal as his protege. The guy is called "Mr. Brainwash", which they take to be an attack on the popular establishment, when in fact the irony was that THEY were the ones being brainwashed.
The games as art crowd does the same thing: they convince themselves that these things are good, when any normal person would play it for two seconds and get bored. It doesn't matter what your game says: if nobody can stand playing it, they won't get your message.
hrmmm....
by electricpirate , Monday, November 04, 2013, 10:11 (4037 days ago) @ Cody Miller
The games as art crowd does the same thing: they convince themselves that these things are good, when any normal person would play it for two seconds and get bored. It doesn't matter what your game says: if nobody can stand playing it, they won't get your message.
That's the exact idea she's responding to.
she?
by MrPadraig08 , Steel City, Monday, November 04, 2013, 10:16 (4037 days ago) @ electricpirate
- No text -
The article. Not me.
by Leviathan , Hotel Zanzibar, Monday, November 04, 2013, 10:30 (4037 days ago) @ MrPadraig08
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ok LadyLevi
by MrPadraig08 , Steel City, Monday, November 04, 2013, 10:38 (4036 days ago) @ Leviathan
- No text -
No problem, handsome.
by Leviathan , Hotel Zanzibar, Monday, November 04, 2013, 11:26 (4036 days ago) @ MrPadraig08
- No text -
An interesting take on the role of procedural rherotic
by Leviathan , Hotel Zanzibar, Monday, November 04, 2013, 10:28 (4037 days ago) @ Cody Miller
There is a difference between simple ideas, and expressing ideas simply.
Indeed. I think both of those things are worthwhile and have their place.
Did you see Exit Through the Gift Shop? Great film. Banksy essentially fools the art community into praising and literally spending millions of dollars on crap art by putting an unknown guy on a pedestal as his protege. The guy is called "Mr. Brainwash", which they take to be an attack on the popular establishment, when in fact the irony was that THEY were the ones being brainwashed.
Good film, yes. But that's doesn't mean everyone involved with modern fine art is brainwashed, just like it doesn't mean everyone who believe video games are art are brainwashed as well. There are exceptions to every rule somebody has made up.
The games as art crowd does the same thing: they convince themselves that these things are good, when any normal person would play it for two seconds and get bored. It doesn't matter what your game says: if nobody can stand playing it, they won't get your message.
I believe games are art, by my own definitions. I've experienced emotions, stories, and worlds in unique ways that only video games could do. You apparently haven't, and will diminish my views with your own logic, grouping me in with other people I don't know, or perhaps claim that I'm brainwashed. And furthermore, I think "any normal person" is one of the most terrifying phrases in existence. You're generalizing and stereotyping to fit what you believe is an 'objective' opinion, a method that leaves me frustrated and disinterested in discussing anything further with you.
When I was in art school there was an overwhelming amount of high-concept professors and students, and they often thought highly of their mediums and lowly of others, like digital art, comic books and video games - the things I was, and still am, in love with. These things did not fit their language and worldview; I found my mediums had been stereotyped long ago by "cheating", "spandex", and "Mario", respectively. Some of these people's opinions could not be moved at all; new examples I might lay in front of them could not even be seen due to the amount of predetermined judgements filling up their eyes.
At the time, it made me want to rebel against everything they taught, but now, a few years away, I can appreciate a lot of things I learned from them about art, as well as realize there were a number of sincere individuals who didn't get caught up in their medium's popular opinions, or didn't let themselves be defined with a group at all. That's why I try not to group people and art together; it's too easy to make trite what they are and miss what they have to offer. It's especially easy to do with someone or something you disagree with, but you'll only make your life simpler and smaller. I'm no longer angry or worried about those particular people's opinions of my focus, because I don't want to be like them - I don't want to sideline all that they gave me just because I disagreed with them. I don't want to overlook a person or an artwork because of some ingrained popular viewpoints, like they did.
When you fall into those traps, something new can walk right in front of you and you won't notice it because you've made your world black and white. An amazing experience could be had in the shape of something you've done before, but you won't feel it because you're going in with an opinion ready to fire. A closed mind like this will make the world look like whatever you want it to look like. A self-fulfilling prophecy.
An interesting take on the role of procedural rherotic
by Cody Miller , Music of the Spheres - Never Forgot, Monday, November 04, 2013, 15:30 (4036 days ago) @ Leviathan
Good film, yes. But that's doesn't mean everyone involved with modern fine art is brainwashed, just like it doesn't mean everyone who believe video games are art are brainwashed as well. There are exceptions to every rule somebody has made up.
I believe games are art, so we are not all brainwashed. But anybody who likes Triad or Passage is most certainly brainwashed.
I believe games are art, by my own definitions. I've experienced emotions, stories, and worlds in unique ways that only video games could do. You apparently haven't, and will diminish my views with your own logic, grouping me in with other people I don't know, or perhaps claim that I'm brainwashed.
I absolutely have experienced emotions and unique worlds playing games. The thing is though, games do certain types of emotions better than anywhere else. Tension, terror, exhilaration, wonder, etc. These are emotions that stem from the interaction the game asks you to engage in, rather than thematic content which needs to be supplemented with non interactive presentations.
When you fall into those traps, something new can walk right in front of you and you won't notice it because you've made your world black and white. An amazing experience could be had in the shape of something you've done before, but you won't feel it because you're going in with an opinion ready to fire. A closed mind like this will make the world look like whatever you want it to look like. A self-fulfilling prophecy.
I actually consider myself to be incredibly open minded, and I continually challenge what I think. I have studied visual art in a philosophical context officially for 4 years, and unofficially ever since then. To me, my views on these arts are as certain as a biologist's view on evolution. The layman may deny evolution because he has not the education nor the exposure to the overwhelmingly compelling evidence supporting it. Likewise, I feel this is a problem with folks who think about art and video games sometimes, since to actually understand and begin to think correctly about them requires knowledge of other visual arts and philosophy, as well as actually LIKING video games (something I think many academics don't actually do!).
An interesting take on the role of procedural rherotic
by Quirel, Monday, November 04, 2013, 18:09 (4036 days ago) @ Cody Miller
To me, my views on these arts are as certain as a biologist's view on evolution. The layman may deny evolution because he has not the education nor the exposure to the overwhelmingly compelling evidence supporting it.
Oh, wow. Did you just ascribe to art and literature the same sort of rigor that we ascribe to science? That's priceless.
An interesting take on the role of procedural rherotic
by SonofMacPhisto , Monday, November 04, 2013, 18:17 (4036 days ago) @ Quirel
To me, my views on these arts are as certain as a biologist's view on evolution. The layman may deny evolution because he has not the education nor the exposure to the overwhelmingly compelling evidence supporting it.
Oh, wow. Did you just ascribe to art and literature the same sort of rigor that we ascribe to science? That's priceless.
What's wrong with that?
Honest question.
An interesting take on the role of procedural rherotic
by uberfoop , Seattle-ish, Monday, November 04, 2013, 19:42 (4036 days ago) @ SonofMacPhisto
What's wrong with that?
Honest question.
A few things come to mind.
First, we meatbags do not currently possess very precise means for determining what eachother's head-innards are doing. We do a lot of extrapolating from our own experiences (which we seem to interpret poorly much of the time) and from other's external reactions to things.
Second, even if we did have perfect means of determining what's going on with other meatbags, we'd still be dealing with a complicated reality: different meatbags have different head-innards.
Taking into account both of those considerations, it is hard to state, with precision, what is good/something/whatever or what ought to be good/something/whatever for meatbags in general.
An interesting take on the role of procedural rherotic
by Leviathan , Hotel Zanzibar, Monday, November 04, 2013, 20:26 (4036 days ago) @ SonofMacPhisto
To me, my views on these arts are as certain as a biologist's view on evolution. The layman may deny evolution because he has not the education nor the exposure to the overwhelmingly compelling evidence supporting it.
Oh, wow. Did you just ascribe to art and literature the same sort of rigor that we ascribe to science? That's priceless.
What's wrong with that?Honest question.
Nothing wrong with it in my opinion. Art can be science. Science can be art. Often people see them as two very different languages. But, both still being languages to describe this world and its experiences, there's plenty of interesting and informing overlap. And I find arrogance and pretentiousness in both to be destructive to their exploration, as well as restricting other, foreign languages from communicating, interacting, and growing together with them. Though science is obviously meant to be somewhat separated, to maintain its practical benefits.
I say the Sun can be described with numbers, myth, paint, poetry and prose. One isn't better than the other. They all have their benefits. And they all have their fanatics. And they all can intertwine.
Okay, back to the hippie commune. See ya guys later!
An interesting take on the role of procedural rherotic
by Quirel, Monday, November 04, 2013, 22:59 (4036 days ago) @ SonofMacPhisto
To me, my views on these arts are as certain as a biologist's view on evolution. The layman may deny evolution because he has not the education nor the exposure to the overwhelmingly compelling evidence supporting it.
Oh, wow. Did you just ascribe to art and literature the same sort of rigor that we ascribe to science? That's priceless.
What's wrong with that?Honest question.
Art isn't science. There can be art in science, and science in art. But art is subjective, both in the creation and expression of it. You can't quantify beauty the way you can quantify shear stress or mass flow rate through a control volume. And saying that your views on art and literature are as certain as a studied biologist's views are on evolution is just... urgh.
Go ahead. Devote N years to your art. There's going to be someone out there that has devoted N+1 years who will look down his/her nose at you and say "You're wrong".
Art and literature are good, don't get me wrong. But they aren't science, and they're beautiful because of that.
An interesting take on the role of procedural rherotic
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, November 05, 2013, 00:41 (4036 days ago) @ Quirel
Art and literature are good, don't get me wrong. But they aren't science,
Nice subthread here for something I never said :-p
An interesting take on the role of procedural rherotic
by SonofMacPhisto , Tuesday, November 05, 2013, 13:14 (4035 days ago) @ Cody Miller
Art and literature are good, don't get me wrong. But they aren't science,
Nice subthread here for something I never said :-p
I was thinking about this. Was it more about people developing their expertise?
Like with your evolution quip, lots of uneducated folks think there is two sides to that debate. Yeah no.
An interesting take on the role of procedural rherotic
by Ragashingo , Official DBO Cryptarch, Tuesday, November 05, 2013, 14:41 (4035 days ago) @ SonofMacPhisto
Like with your evolution quip, lots of uneducated folks think there is two sides to that debate. Yeah no.
Not to mention the educated ones! :)
An interesting take on the role of procedural rherotic
by Leviathan , Hotel Zanzibar, Tuesday, November 05, 2013, 15:28 (4035 days ago) @ SonofMacPhisto
Like with your evolution quip, lots of uneducated folks think there is two sides to that debate. Yeah no.
I've found a lot of people just don't realize that they are speaking two different languages in those debates, one in science, another in myth, with neither side knowing how to translate the other.
An interesting take on the role of procedural rherotic
by SonofMacPhisto , Tuesday, November 05, 2013, 19:45 (4035 days ago) @ Leviathan
Like with your evolution quip, lots of uneducated folks think there is two sides to that debate. Yeah no.
I've found a lot of people just don't realize that they are speaking two different languages in those debates, one in science, another in myth, with neither side knowing how to translate the other.
A billion times this.
I used to be solidly in the myth camp, now I'm in the science camp. Both camps (in my mind) have made peace with each other, so it's interesting. Your quip, right there, is probably the most valuable thing I've learned to date.
I've met probably... two people who can talk to each other and translate effectively. Oh, also Ellie and Joss in Contact, but they're fictional. ;)
An interesting take on the role of procedural rherotic
by Kermit , Raleigh, NC, Tuesday, November 05, 2013, 21:40 (4035 days ago) @ SonofMacPhisto
I've met probably... two people who can talk to each other and translate effectively. Oh, also Ellie and Joss in Contact, but they're fictional. ;)
Watched that again a few nights ago. :)
An interesting take on the role of procedural rherotic
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, November 05, 2013, 22:34 (4035 days ago) @ Kermit
I've met probably... two people who can talk to each other and translate effectively. Oh, also Ellie and Joss in Contact, but they're fictional. ;)
Watched that again a few nights ago. :)
So did I. Lost my shit and cried when Ellie met her dad again on Vega. Tears down my face. So much going on.
An interesting take on the role of procedural rherotic
by Leviathan , Hotel Zanzibar, Wednesday, November 06, 2013, 07:16 (4035 days ago) @ Cody Miller
I've met probably... two people who can talk to each other and translate effectively. Oh, also Ellie and Joss in Contact, but they're fictional. ;)
Watched that again a few nights ago. :)
So did I. Lost my shit and cried when Ellie met her dad again on Vega. Tears down my face. So much going on.
I've been scared of my parents choking on popcorn ever since seeing that movie in theaters as a kid... even though that's not even what happened.
If you guys have not, read the book.
by SonofMacPhisto , Wednesday, November 06, 2013, 10:15 (4035 days ago) @ Leviathan
Especially you, Levi. The interplay between Joss and Ellie is fantastic. There's also no romance, per se, so it makes it really interesting.
(Not that the movie was bad - they did an excellent job of condensing a lot of material.)
An interesting take on the role of procedural rherotic
by SonofMacPhisto , Wednesday, November 06, 2013, 10:15 (4035 days ago) @ Cody Miller
I've met probably... two people who can talk to each other and translate effectively. Oh, also Ellie and Joss in Contact, but they're fictional. ;)
Watched that again a few nights ago. :)
So did I. Lost my shit and cried when Ellie met her dad again on Vega. Tears down my face. So much going on.
The movie's opening crushes me. Love it.
An interesting take on the role of procedural rherotic
by Leviathan , Hotel Zanzibar, Monday, November 04, 2013, 19:35 (4036 days ago) @ Cody Miller
I absolutely have experienced emotions and unique worlds playing games. The thing is though, games do certain types of emotions better than anywhere else. Tension, terror, exhilaration, wonder, etc. These are emotions that stem from the interaction the game asks you to engage in, rather than thematic content which needs to be supplemented with non interactive presentations.
And I've felt happiness, saddness, regret, confidence, etc., and these were created by both interaction and supplementary cinematics, text-stories, and more. But I also am not a fan of making games just like movies or anything else. Games can often use some of the same tools, sure, but I do not believe that you can just apply lessons you've learned from other mediums and force them into video games. They have their own special traits, like any medium, that you have to learn how to work and master. But in execution, different things work with different people, and special experiences can resonate with certain people and their unique lives while others can be left unaffected. That's why you and I like different things. That's why people have different favorite books or movies. But the way you speak, it almost seems that everyone's favorites should fall into certain parameters you've set down. You've found yourself in a perfect line of logic that leaves no space for other people and other perspectives.
I, myself, wouldn't want to live in that reality. Glad I live brainwashed in this Matrix you speak of. It's actually... pretty cool. I can jump across buildings and shit. Enjoy your certainty.
An interesting take on the role of procedural rherotic
by Kermit , Raleigh, NC, Tuesday, November 05, 2013, 05:20 (4036 days ago) @ Cody Miller
I actually consider myself to be incredibly open minded, and I continually challenge what I think. I have studied visual art in a philosophical context officially for 4 years, and unofficially ever since then. To me, my views on these arts are as certain as a biologist's view on evolution.
The first and last sentences don't go together. My advice is to keep studying.
An interesting take on the role of procedural rherotic
by SonofMacPhisto , Tuesday, November 05, 2013, 13:16 (4035 days ago) @ Kermit
I actually consider myself to be incredibly open minded, and I continually challenge what I think. I have studied visual art in a philosophical context officially for 4 years, and unofficially ever since then. To me, my views on these arts are as certain as a biologist's view on evolution.
The first and last sentences don't go together. My advice is to keep studying.
Haha. I am so glad you said this.
An interesting take on the role of procedural rherotic
by MrPadraig08 , Steel City, Tuesday, November 05, 2013, 13:38 (4035 days ago) @ Kermit
An interesting take on the role of procedural rherotic
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, November 05, 2013, 13:42 (4035 days ago) @ Kermit
I actually consider myself to be incredibly open minded, and I continually challenge what I think. I have studied visual art in a philosophical context officially for 4 years, and unofficially ever since then. To me, my views on these arts are as certain as a biologist's view on evolution.
The first and last sentences don't go together. My advice is to keep studying.
Oh really? Any Biologist who came across a piece of evidence that offered an alternative to evolution would change his mind if it was sufficiently compelling. Just like I would change my mind if an argument were compelling enough.
However, as Hume says extraordinary claims require extraordinary evidence. And it would certainly take an extraordinary argument to counter the great thinkers who have written about visual arts and video games.
If pretension was a turn on, I'd put a ring on you SO quick!
by Leviathan , Hotel Zanzibar, Tuesday, November 05, 2013, 15:47 (4035 days ago) @ Cody Miller
- No text -
Sorry, I love another.
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, November 05, 2013, 18:51 (4035 days ago) @ Leviathan
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An interesting take on the role of procedural rherotic
by Kermit , Raleigh, NC, Monday, November 04, 2013, 08:15 (4037 days ago) @ Cody Miller
edited by Kermit, Monday, November 04, 2013, 08:26
I really like Triad, which serves as an interesting metaphor on the challenges of poly amorous relationships.
The bar must be set really low if a simple Puzzle game is an 'interesting metaphor' for the challenges of polyamorous relationships. This is why I think games academics are horrible thinkers. What is insightful about trying to fit three people onto a bed?
This thread reminds me of why I got out of academia. I don't have the patience to unpack everything, and experience tells that if I did, I would be disappointed by the contents.
Regarding simple creations, I do have some thoughts that are very similar to Levi's. I'll just add this. Simple creations that do provide interesting metaphors of complex issues can be done, but the simpler they are, the harder they are to pull off.
...
I didn't think thematic praise could get and more mistaken than Bioshock Infinite, but you just proved me wrong!
Eh, we disagree on that score. Although I find some of the praise of BI to be off the mark, I find much of the criticism to be further off the mark. The irony in this discussion is that I think with BioShock Infinite the praisers and critics both often want the game to have a simpler theme than it does. They go wrong by insisting the game does or doesn't support the simplistic theme they want it to have.
An interesting take on the role of procedural rherotic
by Xenos , Shores of Time, Monday, November 04, 2013, 08:23 (4037 days ago) @ Kermit
Eh, we disagree on that score. Although I find some of the praise of BI to be off the mark, I find much of the criticism to be further off the mark. The irony in this discussion is that I think with BioShock Infinite the praisers and critics both often want the game to have a simpler theme than it does. They go wrong by insisting the game does or doesn't support the simplistic theme they want it to have.
I definitely fall into the praiser category, but yeah I completely agree with you. For example, any time someone brings up race as being the main point of the story I just stop reading. I think part of the problem with any game criticism (good or bad) is that people have trouble understanding how they feel about something as a whole so if they play a game and say "I'm disappointed" they often don't know why. This usually causes them to latch on to something they didn't like as the main reason. Sometimes the truth is you just didn't enjoy it. It goes the other way around too, but we are rarely upset with people liking things on an individual level.
An interesting take on the role of procedural rherotic
by electricpirate , Monday, November 04, 2013, 10:04 (4037 days ago) @ Xenos
I definitely fall into the praiser category, but yeah I completely agree with you. For example, any time someone brings up race as being the main point of the story I just stop reading. I think part of the problem with any game criticism (good or bad) is that people have trouble understanding how they feel about something as a whole so if they play a game and say "I'm disappointed" they often don't know why. This usually causes them to latch on to something they didn't like as the main reason. Sometimes the truth is you just didn't enjoy it. It goes the other way around too, but we are rarely upset with people liking things on an individual level.
This is so true, I'm getting deeper into game design and user feedback right now,and one of the golden rules of feedback is "9 times out 10 people know they don't like it, but have no idea why they don't like it."
Well put. I do want to highlight one thing though,
For example, any time someone brings up race as being the main point of the story I just stop reading.
This is true, but on the other hand, Race is a charged topic. If you are going to use it as a plot device in service of a larger point, you need to be careful, as it can overshadow a lot of subtler points. I think Infinite would be a better game if it just avoided that kind of take on race relations entirely, and found another way to focus on the metaphysical narrative, which was much stronger.
An interesting take on the role of procedural rherotic
by Xenos , Shores of Time, Monday, November 04, 2013, 11:47 (4036 days ago) @ electricpirate
This is true, but on the other hand, Race is a charged topic. If you are going to use it as a plot device in service of a larger point, you need to be careful, as it can overshadow a lot of subtler points. I think Infinite would be a better game if it just avoided that kind of take on race relations entirely, and found another way to focus on the metaphysical narrative, which was much stronger.
A very good point. I definitely agree with that.
BioShock Infinite *SP*
by Kermit , Raleigh, NC, Monday, November 04, 2013, 12:32 (4036 days ago) @ electricpirate
I think Infinite would be a better game if it just avoided that kind of take on race relations entirely, and found another way to focus on the metaphysical narrative, which was much stronger.
See, to me, that's what makes the game transgressive. We're used to racism being the focal point because that's what we usually see whenever race is addressed in contemporary art forms. To make it not be the focal point (or the only focal point) is to draw attention to other aspects of our history (like how we write it personally and nationally). Other issues raised include the suppression of female power, the origins of religious belief (or disbelief), the highs and lows brought forth by the industrial revolution--the game is rich and I applaud that ambition. Booker/Comstock is a complex, wounded figure--a guilty figure whose compensations for his guilt take him/them on two distinct paths. Ultimately, I think racism is never really out of focus in that it's the story's original sin, but it's somewhat obscured below the individual narrative threads. I think that's what bothered some people, but I found it it more interesting and effective than the usual, forgive the phrase, black and white narrative about race.
Agree.
by Ragashingo , Official DBO Cryptarch, Monday, November 04, 2013, 12:42 (4036 days ago) @ Kermit
- No text -
An interesting take on the role of procedural rherotic
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, November 05, 2013, 01:55 (4036 days ago) @ Xenos
I definitely fall into the praiser category, but yeah I completely agree with you. For example, any time someone brings up race as being the main point of the story I just stop reading.
Bioshock Infinite made race front and center. Only natural to comment on it.
I finished a great point and click Adventure, Goodbye Deponia recently, and it features a puzzle where you have to sell a black woman into slavery to a middle eastern man who looks so much like a monkey he pretends to be one for a living.
And that was less racist than Bioshock Infinite.
An interesting take on the role of procedural rherotic
by Xenos , Shores of Time, Tuesday, November 05, 2013, 08:20 (4036 days ago) @ Cody Miller
Bioshock Infinite made race front and center. Only natural to comment on it.
I agree it is natural to comment on it in the same way you comment on Shawshank Redemption's depiction of prison life and prison violence.
I finished a great point and click Adventure, Goodbye Deponia recently, and it features a puzzle where you have to sell a black woman into slavery to a middle eastern man who looks so much like a monkey he pretends to be one for a living.
And that was less racist than Bioshock Infinite.
You've said a lot of ridiculous things, but this may take the cake. I have written several replies responding to this but truthfully I do not want to get into an argument that has been beat to death on the Internet and even on our own forums.
An interesting take on the role of procedural rherotic
by electricpirate , Monday, November 04, 2013, 10:00 (4037 days ago) @ Cody Miller
I really like Triad, which serves as an interesting metaphor on the challenges of poly amorous relationships.
The bar must be set really low if a simple Puzzle game is an 'interesting metaphor' for the challenges of polyamorous relationships. This is why I think games academics are horrible thinkers. What is insightful about trying to fit three people onto a bed?You'd understand the real challenges if you talk to someone in such a relationship for THREE MINUTES over playing that game. Then go play Lup Salad. You'd have a better understanding of human sexuality, AND you'd play a better puzzle game.
2 points. One, is the direct systemic representation of three people sharing spaces designed for two. There's a really simple lesson about the compromises, and frustration that goes along with that buried in that system.
Which is the point, games are really good at defining and explaining systems, as it's what they are. Explaining the nuance of a system through words, or diagrams is hard, but a games do it really well.
The second part is the metaphor for an entire relationship, which is something that I take, more than is explicitly in the game.
An interesting take on the role of procedural rherotic
by Cody Miller , Music of the Spheres - Never Forgot, Monday, November 04, 2013, 15:49 (4036 days ago) @ electricpirate
I really like Triad, which serves as an interesting metaphor on the challenges of poly amorous relationships.
The bar must be set really low if a simple Puzzle game is an 'interesting metaphor' for the challenges of polyamorous relationships. This is why I think games academics are horrible thinkers. What is insightful about trying to fit three people onto a bed?You'd understand the real challenges if you talk to someone in such a relationship for THREE MINUTES over playing that game. Then go play Lup Salad. You'd have a better understanding of human sexuality, AND you'd play a better puzzle game.
2 points. One, is the direct systemic representation of three people sharing spaces designed for two. There's a really simple lesson about the compromises, and frustration that goes along with that buried in that system.
So the point is that it's hard to have a polyamorous relationship? WOW, what an insightful statement right there. Not. If you go on to explore WHY, then you may be on to something. I promise you it's not hard just because you can't share a bed.
Which is the point, games are really good at defining and explaining systems, as it's what they are. Explaining the nuance of a system through words, or diagrams is hard, but a games do it really well.
Games are extremely bad at defining and explaining social systems and emotional complexity.
An interesting take on the role of procedural rherotic
by electricpirate , Tuesday, November 05, 2013, 21:27 (4035 days ago) @ Cody Miller
So the point is that it's hard to have a polyamorous relationship? WOW, what an insightful statement right there. Not. If you go on to explore WHY, then you may be on
to something. I promise you it's not hard just because you can't share a bed.
Man, I just thought this was a fun little example of making a point procedurally. You seem to have taken it personally.
Which is the point, games are really good at defining and explaining systems, as it's what they are. Explaining the nuance of a system through words, or diagrams is hard, but a games do it really well.
Games are extremely bad at defining and explaining social systems and emotional complexity.
I mean the second... sure, that's something games struggle with.
But bad at explaining social systems I mean... that's kinda crazy talk. That's the foundation of a huge swath of multiplayer games, from massive MMOs (EVE generally gets, highlighted here, but just about any MMO has some kind of major exploration of social system), experimental things like B.U.T.T.O.N. Board games, especially Euro game tend to get into this too.
An interesting take on the role of procedural rherotic
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, November 05, 2013, 22:31 (4035 days ago) @ electricpirate
But bad at explaining social systems I mean... that's kinda crazy talk. That's the foundation of a huge swath of multiplayer games, from massive MMOs (EVE generally gets, highlighted here, but just about any MMO has some kind of major exploration of social system), experimental things like B.U.T.T.O.N. Board games, especially Euro game tend to get into this too.
I meant explanations in the narrative and thematic sense, not in terms of the systems that rise from the game mechanics.
Pronoun Note: She is a she
by kidtsunami , Atlanta, GA, Monday, November 04, 2013, 01:58 (4037 days ago) @ SonofMacPhisto
- No text -
Death of the Player
by Durandal, Monday, November 04, 2013, 15:01 (4036 days ago) @ SonofMacPhisto
The author is killing a straw man. She conflates indie games that are less about entertainment and more about providing a particular experience with massive AAA titles that are all about the fun factor.
Call of Duty, Halo, Battlefield, Starcraft etc, these games are meant for competition and entertainment. They are not making social commentary (in PVP anyway), and when they do, such as Bioshock, it tends to be more flavor for the gameplay then an object in itself.
When I play Destiny, I'm not looking to learn about how much life sucks when you have a dead end service job. I worked as a cashier at Radio Shack. I know how minimum wage sucks. I'm looking for a different experience. I want to be a hero, saving the world my way, and perhaps snagging some bragging rights from my buddies during a co-op carnage break. For that experience, the player is king. Every time I have to struggle with the interface to do what I want it detracts from the experience.
Every time my player gets stuck on walls in Mass Effect, or sniped by those damn Legendary sniper Jackals or Knights, it ticks me off. It is an arbitrary death, like a cutscene where my master ninja who just decimated 40 guards in close combat is taken down by a single mook with a taser in the back. Player centric design gets rid of those factors. It hinges on getting the game mechanics out of the way so the player can enjoy the actual gameplay.
Lauding the difficulty, or adding more barriers to your game for hipster artist credit does not impress me. Even the author's own game "EAT" is just an exercise in sympathy. It isn't a game to entertain, and shouldn't be lumped in as such.
PLAY I do not think that word means what she thinks it means
by Ragashingo , Official DBO Cryptarch, Monday, November 04, 2013, 15:02 (4036 days ago) @ SonofMacPhisto
That was... interesting.
I think the author is right in that not everything needs to be made to make people happy. That "interactives" (my word here) can be about the designer's point of view and about imparting something to the person doing the interaction. It's a valid point. What I take issue with is calling these "interactives" games, and the people doing the interaction "players."
The first definition of play, the one I think of when referring to playing a game, is to "engage in activity for enjoyment and recreation rather than a serious or practical purpose." There is a huge disconnect from this typical meaning of play (and thus player) and what this author was referring to. She didn't want players to play with her creations, she wanted serious people to interact and learn from them. I find the rest of the article a bit nonsensical because my definition of play and player do not relate to what she was describing. If one accepts that she isn't really talking about games, play, or players, then the article loses most of its meaning.
I also take a bit of issue with the "rant" about game characters usually being white, heterosexual American men. Not that she is somehow wrong about that, but because it didn't have anything to do with what it means to play, or something being player centric. I felt she was mixing in a second issue (do video games too often portray stereotypical heroes... or something like that) in the middle of a piece supposedly about what it means to play or be player centric.
So yeah, I think she misdefined play and player which, for me at least, overshadowed her true point that "interactives" can be about more than play. They can have a serious, non-fun, not meant to entertain point. I don't think the article really even discussed or relates to the state of the video game industry or AAA games or any of that, except for the odd midstream rant about stereotypical video game heroes.
Or maybe Cody Miller said it better:
She is gravely misinterpreting what video games are and why people play them then.
Pseudo-intellectual garbage
by kapowaz, Tuesday, November 05, 2013, 16:48 (4035 days ago) @ SonofMacPhisto
I'm trying to read it, I really am. But I keep slamming into mind-bogglingly pretentious twaddle like:
My main quibble with player-centric design is the fetishized iterative process
A lot of people who love this medium want to see it taken seriously as art. This is not how you go about making your case.
What
by kapowaz, Tuesday, November 05, 2013, 16:51 (4035 days ago) @ kapowaz
Gamers are trained to expect certain things from games, like explicit rules, goals, visual quality, and of course, agency. To put it frankly, gamers are set up to be colonial forces.
No more drugs for you.
What
by Ragashingo , Official DBO Cryptarch, Tuesday, November 05, 2013, 16:59 (4035 days ago) @ kapowaz
Gamers are trained to expect certain things from games, like explicit rules, goals, visual quality, and of course, agency. To put it frankly, gamers are set up to be colonial forces.
No more drugs for you.
Maybe somebody had a bad experience with Aliens: Colonial Marines? :p
What
by Durandal, Tuesday, November 05, 2013, 18:20 (4035 days ago) @ Ragashingo
I don't think it is possible to have a good experience with that game.
What
by Quirel, Tuesday, November 05, 2013, 18:38 (4035 days ago) @ Durandal
I don't think it is possible to have a good experience with that game.
One sunny day, I took the disk and played frisbee with my dog at the local park.
My dog died from mouth cancer, we got a freak thunder-hailstorm, and the park has since been replaced with a strip mall. So, you're probably right.