Showing posts with label feedback. Show all posts
Showing posts with label feedback. Show all posts

Wednesday, January 16, 2013

Vision Quest


I'm not a big fan of Kill Screen. I think I've made that pretty clear here. They've done several pieces which I enjoyed quite a deal, but they mostly came early in their run, and often from non-regular contributors or interviews carried on the strength of their subjects. As a bit of a confession, my big 2012 In Review joke was, in great majority, pull-quotes from Kill Screen; I'm talking well over half with a couple of repeat appearances. And to think I once bought a T-shirt off them as a starry-eyed dreamer.

So I'm bored and spinning my wheels, so why not fling a little more mud in their eyes? Everyone loves a scrappy underdog, right? Better than adding another voice to the din surrounding that torso fiasco, anyway. Thankfully I had the Kill Screen vision statement re-tweeted into my timeline today, so I got a good chuckle from the short form. But I felt that wasn't just being snide, but unfairly cheap. So why not really take a fine toothed comb to where their mission falls apart at the seams? I can even give it a score on a 10-point decimal scale like their estranged mother, Pitchfork! So, have I wrongly misaligned our critical community's Kid A or been overly charitable to our Travistan? Let's find out... together.

Tuesday, January 8, 2013

The Broken Contract


Not even a year into my illustrious career and already we're digging things up from the vault. Less for the best-selling hardcover collections, but I think I'll manage.

But first, a foreword. I got into a number of decent discussions over the piece from people who bothered to read it instead of jumping onto the dog pile, which thankfully prevented this thing from being a complete wash. While I stand by the critiques of Dys4ia and Lim I make here, I wholly realize these games are important works by sheer virtue of their existence; I even had the privilege of watching their well-deserved lionization in real-time with the announcement of the IGF finalists.

But I'm not interested in all-or-nothing criticism and analysis; merit can be found in failures, and flaws can be found with success. I felt that these games were important steps into the future, but not the attainment of that future. Anna Anthropy disagrees with me; if she thought something was wrong, she would have made her game a different way. We come from wholly opposite viewpoints on the nature of games and what their strengths as a medium are, and that's where dialog happens. All writers inherently forward an agenda, and I felt like blanket approval didn't serve mine. Busting chops and being all edgy isn't my thing, and most people who make it a habit are hacks, but there still needs to be room for measured praise.

Okay that was all boring but this is my blog damn it I DID IT FOR ME. Okay here it is.

Thursday, March 22, 2012

My Favorite Video Game...

Did you cringe at the title? Good, I would too. You can relax, though, thanks to the following facts.

  1. This is not about the video game that I personally enjoyed most as an experience.
  2. This is about the video game whose design ethos I hold the greatest admiration for.
  3. The game in the former description is not, nor was it ever, the game in the latter.

That's right, the video game I admire most as a work of design is nowhere near the one I "like best," nor was it at any time. I have of course played it now and again, and enjoyed most of my time spent on it to a reasonable degree. But, for a number of reasons I will address as well, I have stopped playing it and will likely not come back to it for months... or even years, should it exist that long! But, before I nitpick the things I find personally unlikable, let's go into what it does right.

If you guessed a game with any of these bozos in it, you lose!