Showing posts with label narratology. Show all posts
Showing posts with label narratology. Show all posts

Monday, May 28, 2012

Transmissions From Another World

Have you ever wondered what entries in the modern slate of AAA titles might look like if a different genre of game had been triumphant instead of first-person action-shooter-RPGs? No? Well, now you probably are.


Read along to the accompanying audio for enhanced effect. Multimedia!



TAKE IT TO THE LIMIT... ONE MORE TIME  
review by Ryan "Bingo" Milliard (@GLRyanM)
[WARNING: Heavy spoilers to ensue.]
As I pressed Start and created my save profile for the conclusion to this highly lauded tetralogy, I could only anticipate what kind of staggering finale was in store and the closure it would bring. It had been less than a year since I last donned The Captain's regalia, but that only served to keep my memories crisp. As the intro cinematic played and that familiar orchestral refrain surged to the fore, I immediately felt at home. Still, for all my expectations, the rewards that lay in store for me could never truly be predicted.
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The save-reading wasn't as blissfully perfect as I had envisioned, but the sense of continuity was more than well-preserved. My allegiances remained intact; while years had passed since The Captain's tragic accident, familiar faces rightfully brightened or glowered in response to my bittersweet homecoming. Hushed whispers of those in my crew who had passed away wafted quietly through the garages and watering holes which too had seen their share of changes. For instance, since my Captain had chosen the more violent response to the infamous "urinal confrontation" scene of the last game, the bathroom of the Boost Pad bar had been remodeled… save for the same blood-spattered ceramic tiles in the texture. Brilliant.

Wednesday, March 21, 2012

Fun & Games, Pt. 4

We've spent our fair share of this series considering games from a design perspective, and where games big and small, lauded and loathed, have betrayed their narrative-heavy stylizations. But what about "fun"? Can a game be judged on it as a criteria? What do people really mean when they talk about it? Are in we in need of some kind of system to categorize different "fun types" and determine how a particular video game delivers each?

Fun, in the most general sense, is enjoyment. When someone tells you a game is "fun", they are articulating their appreciation of the overall experience, even if they cannot particularly put their finger on or elucidate why. It could be they are engrossed by the plotline and cutscene; it could be the draw of visually and audially rendered splendor; it could even (perish the thought) be the mechanics and interactions of the game itself. What's certain is that the word, for all its value as a common term, is useless when trying to operate critically, analytically, or descriptively. The number of times I've seen "it's just fun" as the beginning and end of someone's defense of a game is just staggering, to the point where I have to assume that people who use it are, at least some of the time, avoiding having to admit they like a video game for its shiny colors and/or pulpy romance subplots.

You know... for kids!

Sunday, March 11, 2012

Fun & Games, Pt. 1

There have been quite a few spats of late over what is or is not a "video game", or "game". As video games and the software engines governing their behavior have grown ever more complex, the diversity of creations that have sought shelter under the "game" banner has ballooned, arguably to some kind of critical mass. Attempts have been made by many a theorist to detangle this mess and bring about some kind of descriptive classification, but strangely their efforts have been met with a fair amount of resistance.

Some choose to take exception to the choice of words given to specific concepts, becoming hung up on the baggage of some terms' more colloquial usages. Others refuse to listen to any critique in the fear that a critical or analytical approach might destroy a game's "fun" like tugging on the ends of a slipknot. What follows is an extremely basic and simplified illustration of a particular model of hierarchy, cobbled together from the ideas of more respected theorists.

Juul's Rules - For Your Health - Check It Out!

Saturday, February 18, 2012

Why Games Shouldn't Want To Be Art

There are currently a lot of phrases you should avoid when discussing video games in 2012. "Ludology" might be well on the way to being one: in a time where the upcoming slate of well-hyped AAA games include Mass Effect 3, Bioshock: Infinite, Halo 4, Max Payne 3, and Grand Theft Auto V, the "narratological" approach to games as easy and direct parallels to better-established forms of media (primarily film and theater) is enjoying a notable vogue. It speaks volumes that phrases like "the 'Citizen Kane' of video games" have been bandied about seriously in recent years with little to no humiliation on the speakers' behalves. This is turn points to the persistent hand-wringing over whether games are "art" or not; some still prickle at Ebert's original take from nigh on six years ago that they never can be.

But what does all this fervor point to? Where does the necessity to proclaim games as an high art-form, as a "legitimate" medium, stem from? And is it possible that he is not only right… but that it shouldn't matter?